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Originally Posted by Jake
Details of that are still TBD, but likely if we use save slots, at the start of a subsequent episode it would ask you if you'd like to continue playing from the previous episode's slot 1, 2 , or 3 etc.
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If you happen to implement it in a similar way, please also implement the possibility for the player to properly name his savegames. "Slot 1,2,3" aren't really explicit when it comes to the choices a player has made, and you probably wouldn't want to summarize the choices made in the save slots. Also, if a player finishes the game once, that save slot would be "finalized" (so there's no sense to re-load it from the same episode). There has to be a far more intuitive approach than in previous TT games.
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Originally Posted by Blind Sniper
"And there's one more thing about The Walking Dead that will make it stand out from the rest of Telltale's games. Previous titles were more or less episodically self-contained, but Rodkin said that episodes in The Walking Dead will 'be able to talk to each other.' Characters that die in one game in Episode 1 will stay dead, or if the player keeps them alive, they'll reappear in later episodes.
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I'm not a big fan of this kind of interactivity, because there's always the suggestion: "You've done something wrong" when someone dies. So players would naturally aim towards saving everyone even remotely human instead of "doing their thing", making their own decisions and living with the consequences.
But after all, the possibility to do things wrong raises the suspense level and it's a zombie game, so people have to die. Ah well. I'll throw these intellectual thoughts overboard for the sake of the genre. For once.
Quote:
Originally Posted by Blind Sniper
That extends to 'even the smaller stuff, where, in a conversation, we want the permanent feel of these things. If you're talking to someone, and they ask you what you think about this or that and you're like that sounds like the stupidest thing you've ever heard and they're like what an asshole. Well, you've just told that person something that makes them think you're an asshole, and the game logs that down and moves on.'
That persistence should increase game's sense of permanence, and pull the player into a world with real consequences for their actions.
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That's a massive plus of course. The principle is explained here in its most blunt form, still I seriously hope it doesn't play out as blunt. If you make the conscious choice to piss people off, there has to be a damn good reason for it, and it should not be "I just don't want to be social". It's a zombie world, people have to work together. A simple good side/bad side Bioware-style gameplay just doesn't cut it.
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Originally Posted by Rather Dashing
And some crazy idiot will run through and do every possible choice combination presented to produce a big flow chart of all possible permutations to figure out just how differentiated different playthroughs can become.
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If I end up getting this, I may play the part of crazy idiot.
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Why, Rather Dashing, you seem intrigued. Good to see that. I really hope we won't be disappointed.
One more thing - the article repeatedly speaks of combat (which might be a necessity of the genre). We must assume that this will be done in a *gulp* ATE way, as TTG will have lots of experience with this kind of "interactivity" and lots of engine tweaks for them readily availabe by the time "Jurassic Park" goes live. I'd opt for a more Resident-Evil-2 approach... awww, I just hate ATEs.
And yet another edit: So up to now, "decisions" are confirmed. It's a nice start, but still rather comparable to Jurassic Park. Now we have to know about "traditional" puzzles (which would indeed fit for this franchise, I think) and combat (see above). I hope TTG lets us know about that
before they announce a release window.