Maximum Bert said:
The Last Remnant kinda did this although to be fair I had little connection with the narrative to start with. Leaving aside the horrible art style and gameplay the characters looked really stiff like as if NetherRealm had made the game but what really threw me off were the accents and how atrocious they were especially the guy who did King Dave where he would just swing in and out of american/australian (cant remember exactly I have been trying hard to forget) and really bad forced cockney sometimes in the middle of the same sentence.
There was also the famous (ok not that famous) plot twist in the middle which was so ridiculously stupid and badly handled that I cannot believe it was played straight if anyone has seen Beerfest imagine that plot twist that happens when the one guy dies played seriously thats what The Last Remnant did.
The other game where I felt it really noticeably was in the walking dead by telltale games. The first two episodes I loved then the cracks started to appear and you know that what choices you make ultimately dont matter save one person and you know soon the other person will die soon anyway back up someone over another and it ultimately wont matter anyway. In the end it felt less powerful to me because of the choices and robbed the characters of their personality in the end I really had trouble caring about them at all as I just felt like I was going through the motions. Strange as it may sound if the game had removed all interaction and had a set story and the characters dealt with things on their own I would have enjoyed it more and liked the characters more. I havent articulated that well but I think the disconnect was felt so harshly because there is nothing else in the game to save it.
I'm afraid you can never find me backing up the hating on The Walking Dead - I love that game far too much.
I realise that the game had limitations, as you cannot have decisions be a game-changer without having to develop multiple story-lines, presumably very large chunks of which some gamers will never see (depending on their decisions). This would massively increase the production time and would mean they would have to formulate many stories and endings and lots of games can't even get one ending right. So I do feel to an extent for them on its difficulty of execution, but yes, they don't really approach it.
This did make the smaller decisions matter more to me though. A lot of what I like about the apocalypse/end of the world scenario, are the people who are seeking out justice and humanity in a broken world. Everyone is going to die, but this is not justification for brutality and murder, so I really get into the aspects that involve showing humanity and decency.
So yes, the man I didn't murder may only live to die tomorrow and he did commit atrocities, but that doesn't mean I should steep to the level he has become accustomed to and pitchfork him through the brain.