In this video we’ll talk about the so called Telltale formula coined by The Walking Dead, how it should adapt to apply to Game of Thrones franchise, and why Game of Thrones should not allow to retry failed game segments.
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(Post full of spoilers)
When I first played Telltale’s The Walking Dead Season One, back when it was released, it was an amazing experience. I wasn’t familiar with The Walking Dead franchise at all then, so it was just the game, and after every episode I’d feel like shit. Really depressed. And would get back into it as soon as the next episode was released. And I knew that something awful would happen again, that there’s no way the series is gonna end in a good way, but still had this damn hope that everything is going to be alright. And then that hope would get obliterated. And I’d get back for more. And with the release of the third season I decided to replay this, and the journey was as emotional as it was on the first run, even though I knew most of the things that would happen.
Writing recently about A New Beginning, I thought it would be a nice time to talk about adventure game puzzle design, and just adventure game design in general. Puzzle design in traditional & click adventure games is arguably one of the weirdest facets of Game Design. For the most part you’re not really designing actual puzzles, more like situations that require some sort of a logical solution. And the ‘logical’ part can be problematic.