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It's not necessarily budget-related, though.
Please note that budget is also needed for the code (aka programming), planning, design (game design, not art), and also Testing aka Quality assurance. Budget is not limited to the thing that player can see, but it also used for everything behind a game. The people who do the programming, the planning, the story, and the testing need to eat. Basically, Telltale need to pay these people and that, my friend, is also included in the budget.
Adding branching story line and different outcome will cost time. While I'm not sure how difficult it is to do it with their engine, it is obviously will take longer time to finish, which in the end resulted in more money needed. Remember, "Time is money", and it's true in almost any industry. So, the longer the production time, higher budget is needed.
I don't know how much budget do they have and how much it is cost to add different outcomes. And I don't really care about budget, frankly. I care more about presentation.
TL;DR - Budget is covering a lot of things other than visual.
The game is interesting and I love the story but it feels so "hand being held the whole way" type. Ah well, still good story.
Actually, even that! The interrogation scene has no predications on any amount of intellectual methodology--just in how thuggish or nice you want to be. It's all about emotion and not about actually trying to put two and two together. I mean, how would Bigby even have known that either of them were telling a lie in the heat of the moment of being tortured/comforted?
He wouldn't!
You don't use any past clues or interactions to help you in the interrogation. Bigby has no opportunity to be clever or outsmart the interrogatee--it's either give them a smoke or burn them. Likewise, the prisoner makes no effort to try anything smart either--they're preset to give their answers to Bigby regardless of which order you perform your interrogation or which method.
It would seem to me that Woodsman, being somewhat reclusive, might actually recoil into himself and respond with anything had he been tortured. The only time he was every really willing to fight was when he had his axe and/or while his judgement was impaired by drinking. Wouldn't it have been more dynamic in developing characters and having the player actually consider his/her actions if, by torturing Woodsman and actually being lead nowhere other than causing him to spout off anything just to get the hell out of there.
On the other side of the coin, Dee's first encounter demonstrated that he was more than willing to lie about who he was working for and what he was doing in Prince Lawrence's room. Showing amnesty to him would seem like the last thing I would do (plus, he and his brother whacked you before, right?) Wouldn't punching him around be more appropriate than being nice to him?
No, there's nothing to figure out about the interrogation--nothing to use in your favor, but nothing to lose regardless of what you choose.
I've tried both ways. I've wrecked the entire establishment once and another time I've left it entirely unscathed. Georgie gives you the key to the safe either way. I stold the money from him one playthrough, and he didn't even seem to notice. The only impact that had on the playthrough was that I could entirely pay Nerissa off. However, did you know that she'll give you the key regardless of what you do? I completely denied her, continually saying, "No, I won't make an appointment with you."
Want to know what she did? She still talked with Georgie and she still gave me the key! So what was the point of giving us the option of paying her off if she was just going to do it anyway?!
In this episode even some of the character responses to a dialogue choice even lead to a reply that made absolutely no sense.
I really hope this is just due to the issues they had with episode 2 and that next episodes will have more actual interactivity.
This is exactly right. A step backwards from TWD. Which this is essentially a modified/tailored engine of, I wonder WHY. There must of been a huge problem somewhere internally for this to be so late, and lack any options. Perhaps they had more liberties in TWD since people from the comic/show were quickly gone, and Kirkman was involved. It could be that the creators of this comic are not giving them any room to explore the script in other ways? Who the hell knows, but you can go through the game clicking ... and get the same results so eh. If it keeps up with TWD S2E2 I am going to be less supportive of this company, and just buy Game of Thrones when it is complete, and on sale. It was okay for TWDS1 it was their first real go at this type of story telling, it could only get better right? Yet they regress?!
Well, it wasn't exactly their first try at that kind of episodic adventure game ;).
But I'd agree, I mentioned on several occasions that it was a mistake to make a prequel to the comics, which instantly limits them in a very restrictive way, unlike they did with TWD.
Writeing a whole new story and expanding on a univers with new characters is something vaslty different from tailoring a plotline to be d'accord with an allready existing one, with also staying true to the allready established characters.
Also, the amount of new work they put on their plate isn't really helping them, imo. Boderlands, GoTs, two additional series ontop of allready wo existing ones. The last time they had so many series in the same periode the series ranged from outright insulting to average-entertainment.
Let's hope they learned from their past :/
First of all, it's only the Second Episode of a serie of 5, things will unfold based on your choices probably on chapter 3 as it did in the walking dead series that took their time to put my choices in effect.
Second, have you ever seen any kind of puzzle in the walking dead series? NO! so why in the hell would they put it in The wolf among us and completely uncaracterize all the series so far?
Third, the book you find is about the tales but with a mundy's versions of them, the snow white tale was on the middle of the book, so no, there is no point in taking the book and trying to figure it out if you don't have a pattern to what was going on since there is a lot if tales in that book, i worked as an investigator for some time, so i know what i'm talking about.
And Fourth, this is not a The Laura Bow: The Dagger of Amon Ra investigation game, this is a telltale and not an investigation game budy, it follows the exact formula of the walking dead but with fables, this is a story telling game with bits of investigation in it.
"only a complete idiot wouldn't be able to piece the evidence together based on the clues that are ever-so conveniently highlighted for us." there was no way for him to find the killer without the pictures, she just says that hes a good detective cuz he figured that the murderer made fake snow white play her role as snow white nothing else -_-'
"So what is the point to choosing either one?" maybe to decide wich kind of personality you want to have? man you need to really think of what you're talking about, telltale games where all about choices (no matter how insignificant), and personality build up.
The Walking Dead: a world without any kind of rules, that if you want to take a sh1t in the road you can, where you actually conveniently control a character that finds a team ready to command, and in a game that takes place AFTER the events of walking dead, this for me sounds like the "easy button" formula.
The Wolf Among Us: a world full of restricting rules, that if you want to take a sh1t you must go all the way back to your apartment, you control the sheriff that is a lone wolf and has to give example and depending on your choices, people will fear you or think you're "okay", and in this game they wanted a chalenge, they put the story line before the events of the comic, wich is really a blur on how it came to be and now with this we will know.
So now let me ask a thing for people who are complaining about it for having less choices tham the walking dead, could you make a game that is bound to connect with a certain time line have more choices and consequences for being a prequel than a game that has all the freedom in the world because it has the privilege of being a sequel?
This game in my eyes are faring at a rate of success close to the walking dead cuz of it's good story telling and it inteligent plot that is the contrary of the walking dead that you could do whatever you wanted, and if The Wolf Among Us continue that way, it's probably going to be more or equally interesting and loved as The walking dead.
Sometimes the game can have (... and should) actions and options that leads nowhere diffrent.
Yes, if I tell a lie or break a thing at someones property it shouldnt mean that person X now must hate me and never wanna talk with me.
Same with the Grendel arm thing, how about letting the player create a more understanding and calmer bigby or a more aggressive sheriff who doesnt accept any BS in his town. Without huge consquences that then change the storyline in major ways.
i agree, people lose some much of their time complaining about things in TWAU that they forget that there was a lot of "no matter what" kind of choices in TWD that is a by far more open ended tham TWAU, giving an example, no matter what choices you make you can never save the one character that was more interesting in the series, Carley, or even the guy from the fence budy, even if you choose to save him first he don't make it.