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TL;DR another guy whining about how TT does their interactive stories.
There is a big hole in the argument that they can't add a critical branching point or two over the course of the story. One that naturally leads to a different entirely outcome with friends and enemies changing or at least in how the major plot points in the story are resolved.
Just looking at Episode 1, the major point is the build up to Ethan's death by psycho ♥♥♥♥♥♥♥ and the take-over of the Forrester family hold..
Let's consider the following set of possibilities that do not change the outcome of episode 1 but offer real narrative significance to how you actually get there (heavy spoilers ahoy!):
1. You choose to fight.
Your general takes a few of the Forrester elite men that he can trust and lays a few harrassing traps and spoiling ambushes along the trail Ramsey and his men are coming down where the Forresters are disguised and dressed up as bandits or highwaymen looking to capture Ramsey for ransom with orders to hit and fade in effect diverting or delaying Ramsey's party's approach by riling up the ♥♥♥♥♥♥♥'s blood lust on a merry hunt presumably long enough for these Forrester allies to reach the Hold and shore up its defenses enough to make an impression on the ♥♥♥♥♥♥♥ that you are not to be toyed with and murdered casually out of turn.
You order your soldiers to bar the gate preventing Ramsey's entourage from entering at any cost once you seperate Ramsey and the Fatman from the rest of his soldiers with a preplanned gesture perhaps with the intent to take THEM hostage and ransom THEM for protection and guarrantee's of safe conduct written in blood and kind from Roose Bolton by holding the ♥♥♥♥♥♥♥ and his toady hostage long enough to gain the protection of the crown or the Tyrells (in the form of the good queen) with enough other allies from the surrounding area to prevent future bad behavior from the Boltons by making it too costly for Roose Bolton to kill the Forresters.
Roose Bolton does value his ♥♥♥♥♥♥♥ heir's life, doesn't he?
Things go south when Ramsey manages to take one of the Forrester clan as hostage (the sister, perhaps?) with a stolen knife instead and compels surrender forcing the young lord to capitulate or start losing family members. The young lord complies and the outcome proceeds as normal.
2. You choose to bargin with a madman.
Ramsey is a predator sensing weakness here and starts coyly demanding more and more land and concessions before Ramsey finally tells you that you are barginning with coin that is already his before he starts bargining with your sister, brother, and mother's lives which you must ransom with the young lord's life and the other concessions.
A desperate fight by general or diplomat sentinals along with what few men they have in the courtyard goes sour since you let his entourage inside the keep. A short but desperate fight ensues in the courtyard and the same outcome is projected over the outcome just with more of the unimportant Forrester and Bolton soldiers now lying dead in the courtyard but the killing has made Ramsey Snow very, very happy so he spares your lives and the craftmen needed to keep the Ironwood flowing while also taking the boy or the sister as a hostage.
3. You choose diplomacy like you can reason with a sadist that gets off on fear, torture, and murder.
Ramsey is shown into the great hall and treated like a lord. In this one everything can proceed as it does when you choose the diplomatic sentinal and the diplomatic options.
No need to change the last option since you've differentiated it sufficiently from the other two enough to satisfy those who want weight and variation attached to their choices in the narrative.
Telltale games are more an interactive movie.
But even if it was more of a rpg/strategie hybrid like you would have liked. It's not reasonable to expect such a huge amount of freedom in a game that focuses on (cinematic) story telling. The cost's in time an money would explode for adding such features you'd like to have.
He's just flat out said he doesn't own any Telltale games and his opinion is based youtubing and let's play. You don't get the experience of the game unless you bloody well play it. =/
Except for missing the entire point of the games in the first place...
If you don't play the game, you can't like it. Because you miss the entire experience.
Which is the difference between passively observing a story or directly taking part in it.
Major events have limtied choices, obviously.
You say that but you don't play TT games so you actually have no idea what the difference is. This is why no one's going to take you seriously.
I try to consistently role-play a personality, but I have long stopped wrestling with myself about the potential effects any choice may have, for they do not matter; it really isn't more than almost passively selecting dialog choices anymore.
By contrast Brothers: A Tale of Two Sons has exactly zero choices (aside from whether you do a couple of side objectives), and it's still a good story when merely watching it, but its major storytelling strength derives straight from its gameplay mechanics.