It can all be bolted down to this conversation between the character you're playing, Clementine, and the conversation she has with Kenny.
"Do I have a choice?"
"Of course you do."
"Really?"
"No, not really."
So, here's a spoiler ridden post:
Spoiler
Moderator: Thanas
Ah, that'd explain why they always show the percentage of people that selected each option at the end of every chapter.InsaneTD wrote:I thought they were taking the choices the majority made in each episode to tailor the storyline of the next episode.
"Interactive story" has to be one of the dumbest fucking things the Internet (or morons) came up with. Interactive story is pretty much the definition of a video game that has any dialog. What they really want is movies, but I guess they feel guilty if they can't wiggle a controller around, which works out because WD is on Playstation: the premier movie watching console since PS3.Brother-Captain Gaius wrote:Not to be That Guy, but to be That Guy for a moment, I was saying this mid-way through Season 1 Episode 3, while THE ENTIRE INTERNET continued furiously masturbating themselves over how this was The Best Game Ever Created And A Total Revolution In Interactive Story-Telling. I played through Episode 5 just out of sheer, morbid need to see the train wreck finish crumpling into a pathetic heap, and yet remained hilariously baffled by THE ENTIRE INTERNET's prostrated praise for this piece of crap "game."
Monkey Island wasn't advertised as "Every choice you make completely changes everything. You're writing your own story and we'll totally put it into the show." And Monkey Island is a terrible example of an adventure game because it was decidedly casual compared to the rest of the market, in a massively good way. However, King's Quest and many of Sierra's (and other developer's) other save-scumming bullshit games had actual freedom in the way the story played out.Steel wrote:Now, to be fair, point and click adventure games have never been about freedom. The monkey island games had absolutely no freedom, you couldn't even fail, but they were absolutely entertaining.
Given that I dabble in IF, I thought I'd weigh in. This is called the Combinatorial Explosion problem. It's one of the earliest issues that arose when people first tried to write interactive fiction, and while it can be a bitch, it doesn't have to be.They're in a tough situation, as with a game focused on dialogue like this one, even 5 choices that actually make a difference per episode then after two episodes there are 1024 possible ways people could have done things.