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If the storyline choices had long-term effects, it would mean that they would spend time working out the scenario for each and every combination of choices that the player could make. As the number of episodes (more specifically, choices) increases, so too would the amount of "alternative" content they would have to make, which takes time.
I think having such content would be awesome, as it would greatly improve replayability, but I'd say that's likely the reason they've limited the scope of the choices the player makes.
If you had one 50:50 decision every episode it would total in 32 different endings. Just not feasable or profitable at all.
It's like a "Magic" trick. If you see it for the first time you are amazed. But if you get behind how it works it's just cheap tricks.
For example, I think it's pretty doable (especially with their newfound praise and success) to have at least one or two out of five episodes in which your choices actually determine what specific tasks and locations you need to go through before getting to the same ending at that episode. Something like "sure, the episode will end in the same way, but maybe you'll go through a warehouse instead of a cornfield depending on what you decide to say or do". Maybe some specific (but not strictly major or necessary) plot points could be disclosed in one "route" or the other, and that information will simply be kept from you in favor of other piece of plot found in the other path. You know, little things like that, which don't necessarily transform the story into one big-ass flowchart.
Also, about the characters fate, I can live with the fact that the major ones die or live either way for the plot to move forward, but I'd welcome at least some side-characters that your decisions can affect. Sure, maybe they are not really important in the grand scheme of things, but you CAN save then so they will at least be around and make their own comments about what is going on. Or leave them for death 'cause you don't like them.
I just want to feel that if a character dies, I screwed up on my calls. Or maybe did the right thing, depending on your point of view.
And the endings don't need to be of a colossal amount. I'd be more than okay with having 2 or 3 actual major outcomes. It could be determined by the accumulation of all the big and little choices made throughout all the episodes, maybe by a "score system" that marks how you tend to handle things, which characters you most agreed with, etc. (though I guess that would make it harder to tie-in with new seasons).
Don't know if you guys agree with me.
It is highly possible for them to do this as they did it with TWAU episode three.
A score system wouldn't work with the type of game this is. As despite it being restrictive there are no correct set of choices. Pete might die regardless if you go with him in episode six but that doesn't make choosing Pete an incorrect choice
Well, the witcher 2 did that. Not sure if anything will matter for witcher 3, but 2 had basically two routes with some quests and events actually locked depending on the stuff you did and said even within the route you chose.
Also, if you play Visual Novels they pretty much work under the fashion that you pick different paths based on a series of simple story choices. Though in all fairness, VN's are much cheaper and easier to write and develop to than what TWD proposes to be.
One which I have mentioned once or twice on these forums...
...
Generally, the individuals attempting to excuse the lack of any advertised agency over the narritive of TWD or TWAU, at least those which I have encountered, utilize two arguments:
...
1) "But it's really hard though..."
I can understand this position...
Making a game with a proper branching narrative becomes exponentially more difficult as more branches are added...
...
The problem is that Telltale Games has recognised that there is a considerable amount of interest in story-based games featuring choice mechanics...
However, a proper choice system would be too time-consuming, not to mention expensive, to impliment on any significant level...
So naturally, they instead decided to commit just enough effort and attention so that their game meets the minimal criteria for having an integrated choice mechanic...
...
"You can say X at juncture A, but it will only effect the next five word responce before being completely forgotten by everyone present."
"You can do X at juncture B, but it will only cause one of the supporting characters to perform a two second animation before shoving you down the correct path."
"You can save character X instead of character Y, but character X will contribute nothing of interest or passing significance to the narrative before his demise two scenes later."
"You can make either a polite or a rude gesture at Juncture C, but whichever you gesture you choose will be completely ignor- Sorry, scratch that, it will subtly 'alter the tone' of the current scene."
"None of your choices are likely to carry past the next handful of scenes and will only effect your overall experience superficially, lending very little to the illusion that this game is anything other than a straight line."
By doing this Telltale Games gets to advertise their product as being 'influenced by the player's decisions' without having to deal with the soul crushing guilt of being filthy liars...
...
2) "You do have agency. You are given plenty of choices regarding how to approach various situations, and even though you don't get any direct feedback from the game such decisions enrich and influence the intricate spiderwebs of associations and the internalized narrative you constructed in your mind..."
This is the only other argument I have encountered regarding this subject...
...
I refuse to address it for obvious reasons...
To be responsive at this time, though I will simply say, and therefore this is a repeat of what I said previously, that which I am unable to offer in response is based on information available to make no such statement.
People often confuse this into thinking that they should have direct control and effect over the entirety of the game & it's story. I can understand feeling "cheated" but these games are meant to be enjoyed and have fun, a break from the typical of games, focusing on story, characters and getting into the world. The sooner people can see outside the box, the better they can enjoy the games set by TellTale.
However on the bridge in episode two if as Lee you make an effort not to swear in front of her she still swears.
Season 2 is more about "feels" (give Kenny a hug, you'll pay for hitting Clem, Carver must DIE!), whereas Season 1 was more about telling a story of what happened when the world ended, how people kept or lost their humanity. You're right that season 2 has some intense emotional situations, but often they're overblown and don't make much sense as part of a story. (Kenny is mad! He's going to mindlessly bust out of the van and get shot! Oh, he was knocked over, so there was no consequence to that build up. Or OMG, Carver just threw that guy off a building! Yet no one cares and lets this psycho run the place. Or, that dog went totally crazy in an instant and now you have to kill it, even though that dog doesn't advance the plot at all or serve any purpose other than to give people feels.)
In terms of plot, only a couple important things have happened in Season 2. Clem got separated from Christa, has a new group, and got a jacket so she'll be able to travel north (which was the original plot, in case people forgot). From what I can tell, the Carver arc was a detour to get that jacket. That's nowhere near being as dark and captivating a story as the world ending and deciding what kind of person you want to be as the rest lose their humanity and you have an unexpected ward who is watching what you do. Don't confuse emotional moments with a coherent story.
As for choice, everyone dies in TWD. It's no big deal. The choice is about how you live and die, not whether you die. In Season 1, you had a lot of choices that ultimately didn't matter but did shape how you lived and how you dealt with the new reality facing humanity. In Season 2, you also have choices like that. They don't feel as important, because you don't have the type of external feedback from Season 1. In Season 1, some people initially killed or hurt people, then saw Clem watching, felt bad, and reloaded. In Season 2, no one is really watching, and if you make Clem nice one time and crazy the next, the only person who notices the inconsistency is you. So it feels like the choices don't matter as much.
Also, the choices don't matter as much because there's no real theme for this season. I think this season was supposed to be "Clem grows up" and by the end, she's supposed to have taken what Lee showed her and made it her own as she survives. Instead it's more like "Clem goes places and stuff happens", so once she goes to the next thing that happens, the last choice doesn't matter anymore.