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Thank you for your reply. Seems like it's also similar to Until Dawn as well, which was my biggest petpeeve with the game (you literally couldn't kill off Mike until the very end, so the story would always end on the same place no matter what).
But putting that aside, i still enjoyed it immensely because nonetheless, you could choose who lived and who died, and that's what really matters for me in those games. So, if Frank Stone is anything similar, i think i'll be buying the game (on a discount though, since apparenly it's a 5 hour game in total?). That and i'm also a massive DBD fan with over 1k hours lol.
They always ♥♥♥♥ up the ending with these games. I think it's a syptom of developers wanting to tell the story in it's entirety, so they never allow you to end the story prematurely by killing everyone right off the bat (i.e. Until Dawn)
But i've already made my peace about this, i don't think there ever will be a game were you can truly alter the story in whatever way you want to. As long as you get to choose who live and who dies, i think i'll be mostly satisfied.
Yeah, it's a balance that I'm going to guess is hard to achieve on top of comfortable game play. On one hand you have "tell a cohesive, well written story" and on the other side "let me be able to alter the story and it have an impact". Both of these things are good but at a point make the other one less and less possible without making a game that becomes so big it is stupid expensive to make and also infeasible for players to ever enjoy all the content inside the game without it becoming a chore. Fun debate for people who like thinking/talking about game design philosophy.
I think at this point, like you said, I would rather them focus on character quality and general enjoyable "vibe" for the games than on solving that kinda impossible. I'll be peachy at the status quo if it means I can throw my money at future games that are more like The Quarry and less like Little Hope.
Sure, as long as it isn't an illusion like Telltale Games. "Oh, you chose to save this NPC? Now watch them die in this next cutscene."
I'm fine with devs wanting to tell a story, so long our choices still have some impact. And choosing to save or kill characters i feel is the best way to make your choices seem like they matter.
Totally. There are few things as hack and weak as games that make the player choose a character to save and then instead "shockingly" kill off that character (Starfield thought that made the plot emotional and gripping, but it was just dull and meant the character I least hated died). Supermassive has figured out the semi-agency of picking life or death, and I hope the next thing they master is "add a 2x speed button for replaying cut scenes" for future games.