Friday, October 10, 2014

The Walking Dead Final Episode

After finishing the Walking Dead, I thought for a few minutes about the choices that I made and the impact they had. After pondering on this question for a bit, I came to the conclusion that although most of the game was scripted to lead to the same terminal consequences, the ability to interact with the characters through various forms of dialogue added depth to the story that simply would not exist with a singular script that lacked alternative choices. Having the opportunity to craft different types of relationships between characters was a really nice addition to the story because the terminal consequences are interpreted in different ways. For example, I didn't really like Ben throughout the game, and although his fate was sealed anyway, I really thought it was interesting that the player got to choose their relationship so that his death could be seen in vastly different ways. Moving on to the Galloway article, to be totally honest the main thing I gathered from this article was that games can be much more immersive environments through which to tell stories. Galloway expanded on this by explaining that games were more based in action so it strikes closer to home as you feel like you are living out the story. I found the Kotaku article to be sort of closer to my own opinion on the weight of your choices and really enjoyed it.

Questions:
1. Is there a way you can play the game that results in nearly all of the emotional character moments losing value/depth?
2. Is there a way you can play the game that leads other players to actively hate your character to the point at which they try and turn others against you?

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