Posted July 03, 2012
I have to say, their style of game play does nothing for me. The whole contrived funneling of the player via frustrating roadblocks is just terrible game design. An example is the new Walking Dead game. I tried to leave the yard, and my PC refused saying "I better look around the yard some more". What is that?! Why would he want to walk around the yard some more? Did the developers never play Metroid or Zelda?
The way to enforce strict linear game play with the perception of freedom is by making "leaving the yard" an objective. If the gate had been locked, and I needed to find the key, or I was told that I needed my cell phone before I left even, it would not feel so contrived and gamey. Telltale's style is to simply force the player to click on every selectable object in the areas currently accessible, without any way of knowing you are on the right path until you stumble onto it. How is this even gameplay?
It reminds me of so-called mystery stories where the reader is incapable of solving the mystery before it is revealed by the author. What's the point? It is the recognition of the detectives deduction and wit, and the readers ability to at least partially walk that same road with him or her that provides satisfaction.
Telltale "Games" products come off more like slightly interactive slide shows or passive entertainment to me, and I think of late in particular, they have been relying on exploiting licensed game sales to existing fanbases. Now, perhaps the "Adventure" genre as you guys refer to it isn't for me, I accept that, but I do not find anything adventurous about following the pre-laid path of another ad nauseum.
I can't imagine how, in this era of Bethesda Fallout, Elder Scrolls, Grand Theft Auto, etc, how anyone would want a linear game where their input is solely to trigger the next script page. It's regressive, and reminds me of the tragedy of the failing RIM, whose obsolete Blackberry devices completely failed to keep up with innovations in the medium.
The way to enforce strict linear game play with the perception of freedom is by making "leaving the yard" an objective. If the gate had been locked, and I needed to find the key, or I was told that I needed my cell phone before I left even, it would not feel so contrived and gamey. Telltale's style is to simply force the player to click on every selectable object in the areas currently accessible, without any way of knowing you are on the right path until you stumble onto it. How is this even gameplay?
It reminds me of so-called mystery stories where the reader is incapable of solving the mystery before it is revealed by the author. What's the point? It is the recognition of the detectives deduction and wit, and the readers ability to at least partially walk that same road with him or her that provides satisfaction.
Telltale "Games" products come off more like slightly interactive slide shows or passive entertainment to me, and I think of late in particular, they have been relying on exploiting licensed game sales to existing fanbases. Now, perhaps the "Adventure" genre as you guys refer to it isn't for me, I accept that, but I do not find anything adventurous about following the pre-laid path of another ad nauseum.
I can't imagine how, in this era of Bethesda Fallout, Elder Scrolls, Grand Theft Auto, etc, how anyone would want a linear game where their input is solely to trigger the next script page. It's regressive, and reminds me of the tragedy of the failing RIM, whose obsolete Blackberry devices completely failed to keep up with innovations in the medium.
Post edited July 03, 2012 by anjohl