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The Walking Dead Story Discussion - SPOILERS Want to discuss the story without fear of spoiling it for other players? This is the forum for you!

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Old 03/04/2013, 11:51 pm   #21
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Lee waking up from the dream of getting bitten in E4.
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Old 03/05/2013, 06:21 am   #22
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Wait, really?

"Oh, hey Clementine. The walkers just got half of our group, whatever, at least we can play hopscotch!"

I don't really think it fits with the setting.
Ha, very funny.

I mean additional interactive, like this, for example to play poker with a friend in the camp, or something of the sort, to diversify the gameplay
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Old 03/05/2013, 06:51 am   #23
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Ha, very funny.

I mean additional interactive, like this, for example to play poker with a friend in the camp, or something of the sort, to diversify the gameplay
Yeah, I do agree, just the idea was a little funny. I think the first season was a little weak on game play and very heavy on story, which just gave ammunition to all of it's critics. Minigames might be used to add a little more of things to do. As long as it's optional, of course.

Perhaps the game could track all of the decisions we make with a person, make it not a binary scale of "this person likes you" and "this person wants you to die in a fire" like big decisions (Saving Kenny's son) could really change your relationship with a person a lot, while small decisions (Trying to avoid a fight with Larry in episode one) would change your relationship a small amount. And doing a mini game with them or doing a side quest for them (Helping Carley with the batteries) would change your relationship the smallest amount.
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Old 03/05/2013, 07:33 am   #24
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Yeah, I do agree, just the idea was a little funny. I think the first season was a little weak on game play and very heavy on story, which just gave ammunition to all of it's critics. Minigames might be used to add a little more of things to do. As long as it's optional, of course.

Perhaps the game could track all of the decisions we make with a person, make it not a binary scale of "this person likes you" and "this person wants you to die in a fire" like big decisions (Saving Kenny's son) could really change your relationship with a person a lot, while small decisions (Trying to avoid a fight with Larry in episode one) would change your relationship a small amount. And doing a mini game with them or doing a side quest for them (Helping Carley with the batteries) would change your relationship the smallest amount.
Like in Dragon age, but i think that "Clementine endorses +5" would be...strange.
In TWD I like that the relations between the characters are not measured in figures.
But a little mini games would be nice for gameplay. The main thing that it must be not necessary ( as search batteries).
For example: Your camp in the supermarket. You and your people planning to make a sortie to look for food or to rob bandits, no matter what it would be.
You've finished planning, your mission will start on the following morning, and now you have free time. To start a new Chapter of the episode (the mission which you planned) you need to lie down to sleep (click on the sleeping bag).

But you can talk to someone from a group, or play a game of poker with smb, or for example the one man in the group got the last candy, he will give it to you, if you can defeat him in armwrestling (QQQQQQQQQQQQ E - very difficult, as like killing a stranger ). This candy you can present to Clem.
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Old 03/05/2013, 09:00 am   #25
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Like in Dragon age, but i think that "Clementine endorses +5" would be...strange.
No, I don't think it should show you your relationship with characters.
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Old 03/05/2013, 09:05 am   #26
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I'd like to be able to do stuff with our group other than talk. One of my favorite scenes in the first season was probably the attic in Episode 5, after the "adult conversation" where Lee sat down with everyone and just had a chat. Passing around the whiskey and just talking was pretty nice, even if the subject was mostly on Lee's death.
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Old 03/05/2013, 08:19 pm   #27
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Ha, very funny.

I mean additional interactive, like this, for example to play poker with a friend in the camp, or something of the sort, to diversify the gameplay
Hell yeah. I agree with you and anonymau5, mini-games would be awesome, as would small interactions that subtly alter your relationship with characters.
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Old 03/05/2013, 08:51 pm   #28
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"Oh, hey Clementine. The walkers just got half of our group, whatever, at least we can play hopscotch!"

I don't really think it fits with the setting.
Maybe not hopscotch per say, but moments with a lighter tone, like pushing Clem on the swing or chatting up history with Omid can be great.

Calmer moments like that with the characters give the tragedy all the more meaning.

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Old 03/06/2013, 03:26 am   #29
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Maybe not hopscotch per say, but moments with a lighter tone, like pushing Clem on the swing or chatting up history with Omid can be great.

Calmer moments like that with the characters give the tragedy all the more meaning.
Yean, that what I'm talking about!
I remember that Clem told Lee that she played soccer, I want to play with her mini-soccer or hopscotch, it's a cute little moment of happy live makes the story more dramatic and cinematic.
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Old 03/06/2013, 03:39 am   #30
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Yean, that what I'm talking about!
I remember that Clem told Lee that she played soccer, I want to play with her mini-soccer or hopscotch, it's a cute little moment of happy live makes the story more dramatic and cinematic.
Ironically there's a chalk hopscotch court in front of the R.V. in episode three, so the opportunity was right there. There was also a hopscotch rug in the classroom in Crawford, all though that probably wouldn't have been a good time for that.
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Old 03/06/2013, 04:52 am   #31
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i don't know about riding horses and having walkers as pets :/ but i hope S2 will have a chance to be more open,like following a map from your own judgement,choice to go by car,on foot,send someone else,send a group,choices of playing it safe with chances of death in the group or danger and chance of survival for more.open endings,hardest difficulty for mega happy ending lol but still a chance,maybe a option to form who you want in your group?
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Old 03/06/2013, 06:42 am   #32
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Ironically there's a chalk hopscotch court in front of the R.V. in episode three, so the opportunity was right there. There was also a hopscotch rug in the classroom in Crawford, all though that probably wouldn't have been a good time for that.
I just wanted to bring a desk and make that classroom for Lee and Clem.

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i hope S2 will have a chance to be more open,like following a map from your own judgement,choice to go by car,on foot,send someone else,send a group,choices of playing it safe with chances of death in the group or danger and chance of survival for more.open endings,hardest difficulty for mega happy ending lol but still a chance,maybe a option to form who you want in your group?
I'm ambivalent.
I like the idea of some more variability and potential crossroads for the decision making, but I would hate for the story's structure to get spread too thin in the process.
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Old 03/06/2013, 06:48 am   #33
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I'm ambivalent.
I like the idea of some more variability and potential crossroads for the decision making, but I would hate for the story's structure to get spread too thin in the process.
Too many people keep assuming that choices make the narrative weak, but it's possible to make a strong narrative with choices that matter.
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Old 03/06/2013, 07:37 am   #34
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Tanx Mark$man for the ZA info.

Finding sophia is a bit ... idk ... story based. the herd didn't sniff out anyone else and the black guy was even cut when he was trying to hide. Im still on the fence about the hide quietly until they pass. for instance in the pharmacy...everyone was ok until i cut the lock and led them to us again. they were completely ignoring our "smells" until then.
Im arguing story driven events with interpreted knowledge i know...im still thinking a lets wait till "most" of them wander off and then take out the stragglers..and then go back to the "house"

Does anyone else think running isnt ALWAYS the best option?? i'd like to hear your opinions.

if this needs it's own thread...let me know moderator
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Old 03/06/2013, 08:04 am   #35
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Running is always better than fighting unless they are in your path. And you don't run for the sake of running, but to hide and keep away from the walkers, because while humans get tired, the walkers show no sign of exhaustion
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Old 03/06/2013, 08:06 am   #36
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Also I'm guessing the smell doesn't cut through buildings. They seem to react off sight AND smell. Sounds attract them, sight attracts them, and I assume the smell is what tells them is alive or not.
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Old 03/06/2013, 08:11 am   #37
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Sooo...there is a point to hiding and running...lol

It's just a matter of knowing when to do what.
Its all circumstantial depending on the situation i suppose.
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Old 03/06/2013, 08:14 am   #38
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Note to self...
grab wire cutters and keep electrical wire. It can be used to close and keep closed doors.

much better than an axe handle or a walking stick.
and some dumbace (ben) cant "unlock" the doors.

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Old 03/06/2013, 12:16 pm   #39
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Also I'm guessing the smell doesn't cut through buildings. They seem to react off sight AND smell. Sounds attract them, sight attracts them, and I assume the smell is what tells them is alive or not.
I think the smell just tells them if something isn't a walker. In episode 4 the walkers attempt to eat the running water in the sewer, so they probably just assume that whatever doesn't stink like a corpse but makes noise or moves is food, regardless of whether it's alive or not.
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Old 03/06/2013, 01:18 pm   #40
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I want to play with her mini-soccer
I don't, she told me she didn't like soccer
But seriously, I would definitely want more of those moments like pushing her on the swing or bandaging her finger, teaching her how to shoot and so on..., those were unforgettable moments, because they were intense.
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