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Junior Member
Join Date: Apr 2012
Posts: 9
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decisions, decisions.. unfortunately there's no way to make this into like 7 different directions, all based on whether or not a person was saved or died. The storyline is not really going to have a different overall ending for every choice, even if there was only 5 decisions per episode. (5 x 5 x 5 x 5 x 5 = 3125 different ending variants)
I don't think there's going to be a string of choices that are going to end the zombie uprising, or a string of choices that makes a satisfying ending impossible. The game itself would be a huge failure. Without that.. there's STILL room for making some decisions that change how characters interact with yours, and possibly how much assistance you manage to get from others along the way, etc. that's really all you can hope for.
This is really more of a storybook thing where the story is somewhat set, and you're really just deciding how a character interacts with it, and how other interact with you.
It's not about the finish line with this game.. it's the road to getting there, and a way to set there and say.. "I'm pleased by the actions I took, and enjoyed the storyline", rather than "I won the game due to my decisions."
A couple of things to keep in mind, regarding some of the specific decisions made:
Save Ducky, or save Shawn. You cannot save Shawn. If you try to, you will fail to save him, no matter what you do. Is that a failing of the story/game? or is that simply a part of the storyline? In real life, I tried to lift 1000 pounds and failed.. it means that regardless of making choices, it was simply not something I could do.. not an indication that the universe-at-large was faulty.
The storyline effect of Shawn dying meant that Hershel was upset, and just wanted everyone to leave. Not.. "Wow, my son's dead, but hey, you tried, so lets go get some supper, I don't know you folks, but ya'll want to move in with me? I trust ya!" His character is trying to ignore the fact that the world is all screwed up, and tries to keep folks distant. That's why he was so... "whatever" about repairing the fence.. As characters discussed to each other; he's just not aware of what's going on. The death of his son made that all-too-clear to him, and now he's hoping that if everyone leaves, life might return to normal somehow. "none of this would have happened if he hadn't let people stay here."
Glenn automatically argues for, or against, letting that girl kill herself.. That's because it was a bad situation, and no real right answer. You had to make the decision on the spot, and not every decision has a happy ending.. Even in real life, there's reasons to do stuff, and reasons NOT to do the same stuff, and you need to evaluate that on the fly. Once you assume the responsibility of making a decision, everyone else can claim, "Well I wouldn't have done that." Some folks (like Glenn) won't try to make you feel better, and share the burden of a decision that caused someone they cared about, to die.. It's human nature to say "wow.. bad choice.. this would have gone better if they'd done, THISn" and therefore lay the blame at your feet to get rid of any guilt they may be feeling themselves.
Plus.. that sort of character conflict builds the drama and tension. You want to make choices that will be popular with the other characters, but in a mature storyline, and in real life.. that's just not always possible.
The one main decision I thought was interesting was the choice on saving the guy or the girl. It means that part 2 has two different possibilities.. one where there's results based on saving the guy (and his technical skill set) or the girl (and her ability to shoot, and having a gun). The end result of episode 2 will probably be the same, meaning that either one will complain about you letting the other die, or something, but the actual storyline will play out a little differently. Maybe one dies within the context of the story, and the other just decides to leave for whatever reason. Or maybe their overall fate is decided in a later episode. Hopefully, the options available to you will be different based on their different skill sets, but neither of them are likely to make the overall storyline different enough to end in a completely different place. Unless there are indeed, multiple endings planned.
It's seriously not the function of this game to give you 3125 different stories rolled into one.. it's to give you a story that you feel like you're fitting into and becoming immersed with.. accommodating your actions to get you there.
Imagine the storyline where you decided that the boy had been bitten, and you sided against his dad.. the point where he saves you anyway would mean a LOT in that context. You'd really feel like you owed him something at that point.
It's drama, it's why the story is interesting.
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