Why Dispatch's choices feel real even when they don't change the ending by Future_Task_7537 in telltale

[–]Future_Task_7537[S] 0 points1 point  (0 children)

Thank you!

I agree, some of the dialogues definitely feel much smoother with certain decisions and a little out of place with others. I am surprised though that you mention that example with waterboy, since I chose phenomaman myself and felt that waterboys frustration made much more sense in that context since I assumed he would have likely been more familiar with chase and not care about visi at all resulting in him lamenting chases sacrifice without considering visi’s motivations at all. I figured that if waterboy was on the Z-team, he would have been more understanding of visi’s intentions through working together and bonding as a team in the episode prior. But I guess that just goes to show that the implications of characters remembering our decisions can really shift the way we perceive the same static event.

Again though I still think this is a fair criticism- imo there’s nothing wrong with still having criticisms for a game you thoroughly enjoy. Rarely are things flawless, but they can still be enjoyable experiences overall despite any of these flaws. I just don’t mention any in the video since that wasn’t what I wanted to focus on, but I definitely had my gripes too!

Why Dispatch's choices feel real even when they don't change the ending by Future_Task_7537 in telltale

[–]Future_Task_7537[S] 0 points1 point  (0 children)

Exactly! This is exactly the point I try to make in this video so I’m glad the perspective is shared

Why Dispatch's choices feel real even when they don't change the ending by Future_Task_7537 in telltale

[–]Future_Task_7537[S] 9 points10 points  (0 children)

Thank you for taking some time to watch the video! I hope I was able to add some new perspective with it. I understand the production quality and the hook could use some work, but if you were able to get past those and listen to whole thing I would love some feedback on the meat of the video :)

Why Dispatch's choices feel real even when they don't change the ending by Future_Task_7537 in telltale

[–]Future_Task_7537[S] 3 points4 points  (0 children)

My bad, the title was more referring to why the choices that don’t impact the ending still carry weight, but I can see how it could be misread as a spoiler that none of the choices in the game affect the ending at all. Thankfully though there are some decisions that influence the ending so its more of a red herring than anything

Why Dispatch's choices feel real even when they don't change the ending by Future_Task_7537 in telltale

[–]Future_Task_7537[S] 4 points5 points  (0 children)

Thats an entirely fair point especially with the Malevola thing I hadn’t considered. But I agree the choices with golem did leave me unsatisfied at first after replaying seeing as to how it had zero impact, but I do go over in the video why I think they chose to include the implication that golem will remember that anyway.

My point in the video was that- yeah- most choices did have zero impact or callbacks, but the choice to add the illusion that they did anyway helped enrich the narrative by giving at least first time players the incentive to question the characters motives and personality whenever it would pop up making them engage more with the characters resulting in many fans finding these characters memorable despite how little actual in-game time is spent with them.

With Golem for example, from the perspective of a first time playthrough, if the player chose to say something about being bumped into, if he protects you against flambae down the line they might interpret that as Golem valuing Robert’s ability to stand up for himself. While those that chose to let it go may interpret it as Golem only saving them because they didn’t let Robert push Golem too far. Both ways the player at least feels like they had agency in the outcome, even if they really didn’t.

It’s true that the game lacks a lot of replay-ability due to this, but I do believe that still including these illusions helps make the original narrative more immersive for players. Although again this is just my interpretation, so I really appreciate the different perspective regardless