Quote:
Originally Posted by ColtPeacemaker00
I have no real problem with the deaths or how they were portrayed, my real WTF moment was, if it was preordained that Lee was going to be bit why did they give you the option of checking the trash at all? If being cautious ended up with the same results as being rash why bother with a choice?
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Story telling, or put another way,
Telling a
Tale with a
Game.
That's the point here, not scoring points, strategizing or looking for the "best" outcome. It's tailoring the events of the core story to your own beliefs and behaviors to draw you in more deeply than a one-size-fits-all narrative ever could.
Consider: Whether you saved Doug or Carley you know that they are only alive because you sacrificed another character for them. That makes you defensive of them, more strongly attached, committed to wanting the other character's sacrifice to not be in vain. Then when they're shot by Lily the loss hits you all the harder because they were "your" friend. The one you stuck your neck out for. The one that, for whatever reason in that fleeting moment in episode one, you decided you liked better.
I think what TTG is on the verge of here is knocking down the walls that separate stories and games and fusing them into something that's both and neither. When each choice makes you more deeply invested in characters and subsequent events than you would be if you were reading or watching a story, it could be a new art form.