Skip to main content

Telltales The Walking Dead & The Use of Non-Playable Characters

After playing the first three episodes of the walking dead, I can comfortably say that the story is enticing, the character development is great, and the action scenes keep me engaged; however, the game-play engine used throughout is not the best. Walking around can be confusing at times and knowing exactly who to speak with to progress the story can also seem like a waste of time. Constant button mashing, asking the same question multiple times, and lacking full control of the character becomes tedious and annoying. But overall, I think the game succeeds at what it sought out to do, and that is to tell an exciting story, while considering game-play mechanics less important.

In this game, non-playable characters are vitally important because, as the game disclaims, each decision you make with all other characters will affect the outcome of the story. Your decisions based on conversations with NPC's are what leads to certain people living or dying, how relationships develop, and ultimately determine the path you are taking to try and survive. Without the NPC interaction in this game, the story would seem shallow and uninteresting. The excitement in this game is largely due to "spending hours journeying alongside [NPCs], struggling to rescue them [and] sometimes experiencing betrayal by them." The relationships with Kenny and Lilly are completely determined by the other, and every decision you make for one side, weakens the relationship with the other. This type of dynamic instantaneously displays the effect your decisions have, most of which are captioned at the top of the screen when a specific dialogue is chosen.

While some NPC's come and go through different decisions, the main NPC who appears to be sticking with you throughout the game is Clementine. Her character basically becomes your daughter which, on numerous occasions, completely alters the story or the decisions you can make. For example, when the group finds the abandoned car with all the supplies and you have to choose to agree or disagree with Clementine. In this situation, as the player, you have grown to value what she thinks of you and fear for what would happen if you left her feeling alone in that decision. With the personal attachment, I would assume that most people would decide to agree with her to ensure that the bond between you two continues to grow. When examining this situation, these game developers do an effective job incorporating a tactic that Katherine Isbister explains, claiming that "[a]ccomplished game designers use a range of subtle social cues from NPCs to produce feelings in players, putting NPCs into powerful and consequent social relationships with the player/avatar."

I love the impact NPCs have in this game, and I look forward to continuing my journey and experiencing different avenues of each relationship.

Coming soon will be a post on the conclusion of The Walking Dead season 1. Talk soon.

Comments

Popular posts from this blog

God of War: Breaking Barriers with the Thematic Use of Fatherhood

Traditionally, video games are an unexpected medium to find an empathetic handling of issues, but throughout consistent growth, video games have advanced in their abilities to tell a story, develop characters, evoke emotion, and thematically represent real issues. God of War, 2018 Game of the Year, is among the most accomplished video games because of the game’s successful depiction of the complexities surrounding fatherhood. Specifically, God of War follows Kratos’s journey of caring for his son Atreus after his wife Feye passes away. Kratos finds himself within the nine realms of Norse mythology, seeking to disperse Feye’s ashes atop the highest point of the nine realms, all while caring for his son. On their journey, Kratos must endure the stress of keeping them alive, fathering Atreus, and fulfilling Feye’s request; Odin, the All-father of Nordic gods, senses something unique about Kratos and Atreus and aims to upend them with whatever means necessary. While God of War is a master...

Columbia: The Immersive World of Bioshock Infinite

Recently I began playing the third installment in the Bioshock trilogy, Bioshock Infinite. I am about half-way through the game and there is quite a few aspects I want to touch on that have stood out to me. Bioshock Infinite has continued what the first Bioshock introduced, which a beautiful, immersive world that is one of the central focuses of the game. A second mechanic is the use of similar gameplay and tropes as the original Bioshock. Thirdly, a mechanic that stood out to me is the character development that is more noticeable than the original Bioshock. The first aspect I am diving into is the emphasis on world and setting. Bioshock Infinite does exactly what Bioshock does, which is make the story-line take place in a uniquely located city that was developed by a man trying to create his own society; Comstock, the main antagonist in Infinite, created Columbia, and Andrew Ryan created Rapture in Bioshock. In Infinite, Comstock built Columbia, which is a religious-based city tha...

Is Using Cut-Scenes Lazy? Maybe, Maybe Not

A common element of successful video games is the use of cut-scenes, which are cinematic sequences that progress with story without playable elements. There is a question of whether games need these cut-scenes, and if they do, when is the line drawn on the amount they are used. All over youtube there are videos of all the cut-scenes of video games compiled together, without any of the gameplay in between. One specifically that seemed intriguing was of the immensely popular Gears of War. After watch the Gears of War video, which was a decent amount of cut scene footage, I realized that the cut-scenes are there to aid in completing the story, and that they are not there to tell an entire story themselves. Without the game-play between the cut-scenes, everything going on was confusing and certain events transpired without the view really knowing because the only action of certain situations was via gameplay not cut scenes. One major idea to consider is whether you'd care as much ...