Thanks for all the great replies.
@LikeaSsur said:
I agree with this. A lot of people hated what happened in episode 3, but I thought it was great. It's kinda like real life: Just because you said Sentence A does not mean you will get Consequence A. That's just how life works.
Exactly. Also, games might have choices, but not necessarily the choices you want. That's something people should come to grips with. Again, it's just like real life.
@Klei said:
Well, I didn't see it that way. To me, it felt more like '' hey, its cool you chose something, but we're bringing you back to ours because it's easier to make a general ending that way ''. I felt like none of my choices mattered. The whole '' .... remembers you told the truth, remembers you being rude '' etc didn't really matter at all so far, even towards the characters who just end up dying a couple minutes later. I feel like whatever I'm going to choose, it won't matter in the end.
I think you should rethink what it actually means that something "matters". This explains it quite well:
@YI_Orange said:
Second, this is probably cliche, but it's the journey that matters, not the destination.
You could say it doesn't matter whether you save Doug or Carley because they both die anyway, but it does. They're totally different characters and I ended up so attached to Carley I got legitimately pissed at Lily.
Choosing to kill the first brother in the barn. Is that gonna matter in the long run? I sincerely doubt it, but in that moment where it showed Clem looking at me, I felt like shit. That's what's important to an experience.
Not every decision is going to impact the end, but it's going to impact something, whether it is the way parts of the story play out or how the player reacts to the events.
This is exactly what I mean. The players experience during the game isn't cancelled out by characters dying. The events still happened and they affected you the way they did, no matter what happens next.
Also, this is an important point I didn't really touch on:
@WilliamHenry said:
I think the people who want the story to be tailored to their exact choices don't understand the technical limitations of the medium. This isn't a choose your own adventure book where you can just write the choices. Making video games is incredibly difficult and expensive. I don't think the medium is advanced enough technically to truly create a game that is tailored exactly to a player's choices. It will get there eventually, but its not there yet.
I'm just not so sure it's what the industry should be striving for. While branching storylines can be cool, it's not the most important part of a good game narrative. Also, the technical limitations might go away at some point (or already have), but the economic ones probably won't.
There's also something to be said about the fact that crafting just one compelling, dramatic, dynamic, entertaining storyline, is hard enough. Making a bunch of variations that are just as good, is next to impossible. I think I'd rather have the best version the writer can manage, than risk getting something mediocre, just because I expect the luxury of choosing.
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