I finally played Telltale’s The Walking Dead (yes, six years late on that one) and I was heavily impressed. Something I’ve heard from people who’ve played a lot of Telltale and Telltale-like games is that after a while, the illusion of the Telltale game wears off. The game promises you that the decisions you make effects the story, but how much of that is actually true can vary. Unfortunately, due to the nature of games and game development, this is very difficult to pull off as expected. If a story has a major branch, then you have to develop two stories, despite the player only seeing one. In a worst case scenario, you only get 1/n the amount of content seen by the player compared to a linear game of the same development cost.
There are ways to mitigate this, but the question always comes down to “how does a designer make choices matter?” Though I wouldn’t consider myself a connoisseur of Telltale’s and their competitors’ games, I have played them, listened to others discuss the issue, and even interviewed other designers who explained some of their process making these games, so I’d say I wasn’t exactly going in blind. But despite all this, I’d still say that, even though the story stayed roughly the same throughout the entire game, the choices I made in Telltale’s The Walking Dead did matter.
To explain, I figured I’d break up The Walking Dead’s choices into several categories, and explain how The Walking Dead uses them to great effect. Note that sometimes a choice can belong to multiple categories.
Continue reading “The Walking Dead: The Choices that Matter”