The Walking Dead is not a good game, great story but horrible gameplay

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Sigmund Av Volsung

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Gameplay isn't a defining aspect of a game, after all, the gameplay in Silent Hill 2 was absolute shit, yet the story made up for it(also the gameplay complimented the atmosphere)

I find that The Walking Dead works the same(for me), the occasional bits of gameplay provide a somber, "calm before the storm" feeling that I like, also it's a point & click, an adventure game with qtes, yet the Sam & Max series is quite good & memorable, as are the Strong Bad games.

I prefer a brilliant story, and I presume most people who dub TWD as GOTY, over gameplay; that game nearly had me crying and left me depressed for ~2 hours.

No game that I have ever played has even come close to that, writing & story-wise.
 

shrekfan246

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Cheeseless said:
shrekfan246 said:
Yeah, uh... I'll see how simply I can put it.

What do I primarily do when I play League of Legends? Point and click on things. I point and click to move, I point and click to attack, I point and click to escape enemies, I point and click to fire skill shots or use support abilities.

What do I primarily do when I'm playing... hell, any first- or third-person shooter? Point and click on things. I point and click to aim and fire at enemies, I point and click to pick up ammo/collectibles (depending on the game), I point and click to advance dialogue.

What do I primarily do when I'm playing an RPG? Point and click on things. I point and click to attack enemies, I point and click to manage inventory, I point and click to choose dialogue options (depending on the game), and I point and click to use spells/abilities.

I've been playing a lot of Persona 4 Golden lately, and while I'm absolutely loving it so far, I'd like to ask how there's any more depth to the gameplay than in The Walking Dead? In P4G, most of the actual gameplay is either selecting answers to questions, running around locations examining things, or running around dungeons and getting into typical turn-based JRPG combat that involves - you guessed it - scrolling and clicking on things.

There's something I've been thinking about the past few days since I heard Arin (a.k.a. Egoraptor) mention it on Game Grumps: How many games out there are actually over something like 30 hours long without any padding? Bioshock, Mass Effect, Dragon Age, Persona 4, Final Fantasy, Assassin's Creed, The Witcher 2, Dark Souls, Darksiders II, Torchlight II, unlocking characters in Super Smash Bros., Skyrim, Fallout 3/New Vegas, hell, Batman: Arkham City. These are all games you could put countless hours into, but you know what? After about 8-10 hours, you've usually seen the extent of the 'new' things they're going to throw at you. This isn't always the case, but a lot of the time the gameplay and subsequent time played are artificially extended by various means - Travel time between locations, endless dungeon diving through similar-looking areas, fetch quests, even a lot of side quests are usually just inane drivel added in to lengthen the play-time you'll give the game. But this doesn't mean it has any more depth than a short, tight game like The Walking Dead.
They do have more depth. They have the same pointing and clicking that TWD does, but the fact is, poiting and clicking in those games makes the little man on the screen do different stuff: either through making him perform different actions or having a different significance from the point-and-click game's eternal "rub this on that to open door". Yahtzee sort of makes this point in his Amnesia review. Or maybe it's some other review, but the point (without any clicking) is that other games make your pointing and clicking a far more contextualized, adaptive, and purposeful deal.
Except The Walking Dead does that as well. There's very little in the way of 'typical' logic and inventory puzzles that many, many other Point&Click Adventure games are well-known for, and much more in the way of Heavy Rain-style quick-time events. The actual pointing and clicking generally all has a specific purpose, and there are very few instances where you'll be randomly clicking around on everything because you can't figure out what inventory item you need to use on what door to make the game continue moving forward.

What's the depth in, say, The Witcher 2? You have conversations with characters and it effects future events, much like The Walking Dead. You pick up items while exploring, much like The Walking Dead. You mash a button to kill an enemy, much like The Walking Dead. The only way I'm simplifying it here is that in The Witcher 2, you might need to click one or two other buttons to parry or put up a damage-absorbing shield. Wow, I'm blown away by all of the depth that adds.

Does The Walking Dead have the most engaging gameplay on the market? No, of course not. Quick-Time Events and Point&Click Adventuring surely aren't for everybody. But that's not the point. Anything they could've done to change the gameplay would've just ended up padding out the game and taking away from the tightly knit narrative they were trying to get across. As Zhukov said, being able to equip Lee with a +2 Axe of Amputation to increase the chances of killing Level 4 Walkers would not have made the game better.

And just to use some anecdotal evidence here, I generally don't like point&click adventure games. I find them frustrating and boring because the "logic" puzzles are usually anything but logical and the pacing is often slower than Final Fantasy XIII. But I loved The Walking Dead. Partly because the quick-time events added a sense of tension that normal FPS or RPG gameplay just wouldn't have, and partly because the game didn't overstay its welcome. The pacing and writing were fantastic, and more than enough to make up for the fact that all I was doing when I had control was meandering around clicking on things and listening to Lee's reactions.
 

Cheeseless

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Akichi Daikashima said:
Gameplay isn't a defining aspect of a game, after all, the gameplay in Silent Hill 2 was absolute shit, yet the story made up for it(also the gameplay complimented the atmosphere)

I find that The Walking Dead works the same(for me), the occasional bits of gameplay provide a somber, "calm before the storm" feeling that I like, also it's a point & click, an adventure game with qtes, yet the Sam & Max series is quite good & memorable, as are the Strong Bad games.

I prefer a brilliant story, and I presume most people who dub TWD as GOTY, over gameplay; that game nearly had me crying and left me depressed for ~2 hours.

No game that I have ever played has even come close to that, writing & story-wise.
I can't agree with you opinion of Silent Hill: i think the game was brilliant BECAUSE the gameplay was shit. It was shit on purpose to give you a sense of fragility, enhance the atmosphere, adn keep you from moving fast enough to outrun the gameworld loading ;).
 

Sigmund Av Volsung

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Cheeseless said:
Akichi Daikashima said:
Gameplay isn't a defining aspect of a game, after all, the gameplay in Silent Hill 2 was absolute shit, yet the story made up for it(also the gameplay complimented the atmosphere)

I find that The Walking Dead works the same(for me), the occasional bits of gameplay provide a somber, "calm before the storm" feeling that I like, also it's a point & click, an adventure game with qtes, yet the Sam & Max series is quite good & memorable, as are the Strong Bad games.

I prefer a brilliant story, and I presume most people who dub TWD as GOTY, over gameplay; that game nearly had me crying and left me depressed for ~2 hours.

No game that I have ever played has even come close to that, writing & story-wise.
I can't agree with you opinion of Silent Hill: i think the game was brilliant BECAUSE the gameplay was shit. It was shit on purpose to give you a sense of fragility, enhance the atmosphere, adn keep you from moving fast enough to outrun the gameworld loading ;).
That's what I said...?(The shit gameplay complimented the atmosphere of the game)
 

Gearhead mk2

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GamingAwesome1 said:
It's still got to be my Game Of The Year, if only because nothing else good story-wise came out this year.
...um...

Seriously, all the people that've talked about this, and there are still some people who never even heard of it? It's the one good thing even tangentilly related to modern military shooters that came out this year, but one of the lowest-selling. WHY?!?
 

bafrali

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veloper said:
So it replaced clicking with button pressing. I fail to realize what is so different about it? It is not deviating from the formula but adapting the old formula in its faster paced gameplay.
 

Cheeseless

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Akichi Daikashima said:
That's what I said...?(The shit gameplay complimented the atmosphere of the game)
but what i meant was the shit gameplay was deliberate, you seemed to think it was accidental. Sorry if that wasn't it.

In other news,

Gearhead mk2 said:
GamingAwesome1 said:
It's still got to be my Game Of The Year, if only because nothing else good story-wise came out this year.
...um...

Seriously, all the people that've talked about this, and there are still some people who never even heard of it? It's the one good thing even tangentilly related to modern military shooters that came out this year, but one of the lowest-selling. WHY?!?
This, completely. The game is awesome in every single respect. Story, gameplay, atmosphere, pie dispensing, brick-shitting-causing, etc, etc.
 

Cheeseless

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shrekfan246 said:
Cheeseless said:
shrekfan246 said:
Yeah, uh... I'll see how simply I can put it.

What do I primarily do when I play League of Legends? Point and click on things. I point and click to move, I point and click to attack, I point and click to escape enemies, I point and click to fire skill shots or use support abilities.

What do I primarily do when I'm playing... hell, any first- or third-person shooter? Point and click on things. I point and click to aim and fire at enemies, I point and click to pick up ammo/collectibles (depending on the game), I point and click to advance dialogue.

What do I primarily do when I'm playing an RPG? Point and click on things. I point and click to attack enemies, I point and click to manage inventory, I point and click to choose dialogue options (depending on the game), and I point and click to use spells/abilities.

I've been playing a lot of Persona 4 Golden lately, and while I'm absolutely loving it so far, I'd like to ask how there's any more depth to the gameplay than in The Walking Dead? In P4G, most of the actual gameplay is either selecting answers to questions, running around locations examining things, or running around dungeons and getting into typical turn-based JRPG combat that involves - you guessed it - scrolling and clicking on things.

There's something I've been thinking about the past few days since I heard Arin (a.k.a. Egoraptor) mention it on Game Grumps: How many games out there are actually over something like 30 hours long without any padding? Bioshock, Mass Effect, Dragon Age, Persona 4, Final Fantasy, Assassin's Creed, The Witcher 2, Dark Souls, Darksiders II, Torchlight II, unlocking characters in Super Smash Bros., Skyrim, Fallout 3/New Vegas, hell, Batman: Arkham City. These are all games you could put countless hours into, but you know what? After about 8-10 hours, you've usually seen the extent of the 'new' things they're going to throw at you. This isn't always the case, but a lot of the time the gameplay and subsequent time played are artificially extended by various means - Travel time between locations, endless dungeon diving through similar-looking areas, fetch quests, even a lot of side quests are usually just inane drivel added in to lengthen the play-time you'll give the game. But this doesn't mean it has any more depth than a short, tight game like The Walking Dead.
They do have more depth. They have the same pointing and clicking that TWD does, but the fact is, poiting and clicking in those games makes the little man on the screen do different stuff: either through making him perform different actions or having a different significance from the point-and-click game's eternal "rub this on that to open door". Yahtzee sort of makes this point in his Amnesia review. Or maybe it's some other review, but the point (without any clicking) is that other games make your pointing and clicking a far more contextualized, adaptive, and purposeful deal.
Except The Walking Dead does that as well. There's very little in the way of 'typical' logic and inventory puzzles that many, many other Point&Click Adventure games are well-known for, and much more in the way of Heavy Rain-style quick-time events. The actual pointing and clicking generally all has a specific purpose, and there are very few instances where you'll be randomly clicking around on everything because you can't figure out what inventory item you need to use on what door to make the game continue moving forward.

What's the depth in, say, The Witcher 2? You have conversations with characters and it effects future events, much like The Walking Dead. You pick up items while exploring, much like The Walking Dead. You mash a button to kill an enemy, much like The Walking Dead. The only way I'm simplifying it here is that in The Witcher 2, you might need to click one or two other buttons to parry or put up a damage-absorbing shield. Wow, I'm blown away by all of the depth that adds.

Does The Walking Dead have the most engaging gameplay on the market? No, of course not. Quick-Time Events and Point&Click Adventuring surely aren't for everybody. But that's not the point. Anything they could've done to change the gameplay would've just ended up padding out the game and taking away from the tightly knit narrative they were trying to get across. As Zhukov said, being able to equip Lee with a +2 Axe of Amputation to increase the chances of killing Level 4 Walkers would not have made the game better.

And just to use some anecdotal evidence here, I generally don't like point&click adventure games. I find them frustrating and boring because the "logic" puzzles are usually anything but logical and the pacing is often slower than Final Fantasy XIII. But I loved The Walking Dead. Partly because the quick-time events added a sense of tension that normal FPS or RPG gameplay just wouldn't have, and partly because the game didn't overstay its welcome. The pacing and writing were fantastic, and more than enough to make up for the fact that all I was doing when I had control was meandering around clicking on things and listening to Lee's reactions.
The problem with trying to argue with you is that i agree with both sides of this argument and am trying to play the "devil's lawyer" (do you have that expression in English?) in order to try to get some final enlightenment out of the thread.
 

GamingAwesome1

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Gearhead mk2 said:
GamingAwesome1 said:
It's still got to be my Game Of The Year, if only because nothing else good story-wise came out this year.
...um...

Seriously, all the people that've talked about this, and there are still some people who never even heard of it? It's the one good thing even tangentilly related to modern military shooters that came out this year, but one of the lowest-selling. WHY?!?
Heard of it, didn't care for it. Story felt like it was just trying too hard.

*shrug*

It happens, Walking Dead's still my GOTY.
 

veloper

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bafrali said:
veloper said:
So it replaced clicking with button pressing. I fail to realize what is so different about it? It is not deviating from the formula but adapting the old formula in its faster paced gameplay.
No, TWD replaced puzzles with mindless button mashing.
 

Gearhead mk2

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GamingAwesome1 said:
Heard of it, didn't care for it. Story felt like it was just trying too hard.

*shrug*

It happens, Walking Dead's still my GOTY.
I got nothing against Walking Dead, but dude, whatever you've heard, get Spec Ops The Line NOW. Seriously, you HAVE GOT TO PLAY THIS GAME. And don't look up spoilers, unless you want to really analyse the game on your first run through.
 

bafrali

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veloper said:
bafrali said:
veloper said:
So it replaced clicking with button pressing. I fail to realize what is so different about it? It is not deviating from the formula but adapting the old formula in its faster paced gameplay.
No, TWD replaced puzzles with mindless button mashing.
I think it was just fine considering the context of the world. In a game like Sam and Max it is about searching for clues. In a game like Monkey Island, it is about searching for treasure. In The walking Dead, It is about staying alive in a zombie apocalypse. What were they supposed to drop clues about how zombies died? Or were players supposed to look for their trasure while starving to death? What would you do in a setting like that? Look for oddly shaped keys to open dungeon doors. I wonder who is going to turn out to be the murderer. Maybe it is the zombie with the evil moustache!!!

As i said, for what it is, it is a worthy addition the genre
 

Mutie

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You are aware that it's a point and click from Telltale, right...? Pointing and Clicking is the core mechanic, haha. I see where you're coming form, dude, but I was more impressed that such a mainstream game was released as a P&C. It's made my Year and I haven't even played it yet!!
 

Reaper195

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That's because it's a slightly evolved click-adventure. Clearly, someone has never played a Telltale game before...
 

shrekfan246

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Cheeseless said:
shrekfan246 said:
Brevity Snip
The problem with trying to argue with you is that i agree with both sides of this argument and am trying to play the "devil's lawyer" (do you have that expression in English?) in order to try to get some final enlightenment out of the thread.
"Devil's Advocate" is the expression we use.

I can see why some people would say that the actual game part of The Walking Dead is rather lacking. I just didn't have an issue with it myself because for all of the extremely long games that I have yet to finish, The Walking Dead was an extremely nice change of pace. I felt that the gameplay accentuated the atmosphere the game was trying to establish just fine. Going any further would end up with me repeating myself, so I'll just stop there.

I believe that the issue some people are taking in this thread is that the OP has essentially called all Point&Click Adventure games not 'real' games. Considering how long P&C games have been around, that smacks of an uninformed view. It's like saying Zork isn't a real game because it's all text-based. It's like saying Solitaire isn't a real game because all you're essentially doing is sorting cards into four piles.
 

Spencer Petersen

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I disagree hugely, the entire point of the gameplay is to treat every encounter like a unique fight for you and the character. The low difficulty is contrasted by the panic and involvement it creates in the player to better align yourself with the panic of the character without sending you back to the game over screen every 20 sec, which just shatters your immersion and annoys you.

Walker killing in the Walking Dead should never be a main goal at any point except to accomplish a larger objective, like finding a safe place or getting to a location. Adding a devoted gameplay element like TPS hacking/shooting would just create expectations for the player to treat walker killing as a primary goal, thus creating a Mass Effect problem where you have 2 different games with entirely different gameplay, characters and goals occupying the same space and just wasting time.

The QTE's go exactly as they are supposed to. The hotspot-click combat keeps the player involved where a cutscene wouldn't as well as providing seamless transition where a choice needs to be made during a fight (see end of episode 1) and the Q button mash are only used to simulate times where the main character struggles against an obstacle by pure strength (like a walker, another human or just pushing over a bookcase) but also can create moments of terror when you as the player simply cannot overcome something and need help (ends of episode 2/start of episode 3).

The gameplay is there to serve the story, it's intuitive, panic inducing and keeps the world suitably dangerous to reinforce the themes of fear and survival.

Does anyone here ever wonder why Dead Island stopped being scary the second you got a weapon?
 

Moralio

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I dont mind minimal gameplay. In fact I love P&C adventure games like Monkey Island series and I love what Telltale did with their games. Yeah you dont do much and puzzles are easy, but it all about experience and immersion made possible with excellent dialogues and atmosphere.
 

veloper

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bafrali said:
veloper said:
bafrali said:
veloper said:
So it replaced clicking with button pressing. I fail to realize what is so different about it? It is not deviating from the formula but adapting the old formula in its faster paced gameplay.
No, TWD replaced puzzles with mindless button mashing.
I think it was just fine considering the context of the world. In a game like Sam and Max it is about searching for clues. In a game like Monkey Island, it is about searching for treasure. In The walking Dead, It is about staying alive in a zombie apocalypse. What were they supposed to drop clues about how zombies died? Or were players supposed to look for their trasure while starving to death? What would you do in a setting like that? Look for oddly shaped keys to open dungeon doors. I wonder who is going to turn out to be the murderer. Maybe it is the zombie with the evil moustache!!!

As i said, for what it is, it is a worthy addition the genre
More traditional puzzles would only require a little creativity from the designers. There could be tons of clever obstacles to overcome as do you do things like search for food, or break into secure places or spy on other survivors. It could easily be done.

That's not the point though. TWD still turned out a different type of game from the games that popularized the genre.
 

Mordekaien

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veloper said:
No, TWD replaced puzzles with mindless button mashing.
To be fair, most of the old point and click adventure puzzels were insane. Old man murray has a great article on the "puzzles" in adventure games, at least the stuff you are doing in WD is a little bit more logical and straightforward, than some of the shit you have to put up in other adventure games. But I agree that some of those QTE's are dumb, especially the change to the Q key while most other actions are mouse driven.
http://www.oldmanmurray.com/features/77.html That is the article I meant.
 

veloper

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Mordekaien said:
veloper said:
No, TWD replaced puzzles with mindless button mashing.
To be fair, most of the old point and click adventure puzzels were insane. Old man murray has a great article on the "puzzles" in adventure games, at least the stuff you are doing in WD is a little bit more logical and straightforward, than some of the shit you have to put up in other adventure games. But I agree that some of those QTE's are dumb, especially the change to the Q key while most other actions are mouse driven.
http://www.oldmanmurray.com/features/77.html That is the article I meant.
That's a theory based on one scene from one game and Gabriel Knight 3 isn't even one of the classics.

Believe it or not, adventure gamers loved the zany puzzles in games like Monkey Island and Day of the Tentacle.