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Re:The tragic end of Telltale Games by aikah on Friday October 05, 2018 @08:31AM (#18147570)
Sometimes you simply got to let the data speak for themselves:

https://imgur.com/a/2tR4WVX

It's so strange how the prestige around the brand was not correlated to the sells numbers. It so strange how their demise was so unexpected by the press and gaming communities when the writing was on the wall long ago.

Re:The tragic end of Telltale Games by lmm on Friday October 05, 2018 @08:56AM (#18147717)
The gaming press is more press than gaming; they're often people with writing degrees who are disproportionately fond of "literary" games compared to the buying public.
Re:The tragic end of Telltale Games by aikah on Friday October 05, 2018 @09:54AM (#18148117)
> The gaming press is more press than gaming; they're often people with writing degrees who are disproportionately fond of "literary" games compared to the buying public.

The real question is how influential are they today? I think they might not be that influential when it comes to AAA titles, however, some outlets are extremely influential when it comes to indie gaming, since it's a small scene where "knowing the right person" can make a difference when it comes to coverage.

My problem with the press is that there is essentially 2 categories:

- marketing outlets AKA content farms such a IGN,Gamespot who add very little value to the content they produce as they seek quantity over quality.

- pseudo-intellectual outlets like Eurogamer or Polygon which talk about gaming through the lens of "intersectionality", which is their right, but after 10 hours of work getting yield at by my manager I'm not interested in articles that are more about identity politics than the games I play when I get home.

Personally, I take more pleasure in hearing Joseph Anderson babbling about hitboxes in Dark Souls 2 and how you get critical damages even though the NPC sword stroke was PI/2 radians off your character's position, for 3 hours straight on youtube than any of the former.

Re:The tragic end of Telltale Games by breakbread on Friday October 05, 2018 @05:26PM (#18151866)
I gotta say, though, that the Digital Foundry crew at Eurogamer consistently put out excellent technical analyses of current and (usually every Sunday)retro games. I love it. No politics, no drama, just an in depth look at the tech under the hood.

https://www.youtube.com/user/DigitalFoundry

Re:The tragic end of Telltale Games by bilbo0s on Friday October 05, 2018 @02:31PM (#18150528)
>Joseph Anderson babbling about hitboxes in Dark Souls 2 and how you get critical damages even though the NPC sword stroke was PI/2 radians off your character's position...

Yeah, um, that won't get your average gamer excited either.

HN User 'lmm' was right, everyone from the gaming press, to the youtubers, to the people at the conferences etc, publicizing things that the average gamer could care less about. No one cares about hitboxes off by Pi/2 radians, or your "high art" narrative based games, or your slick C# or Rust based backend server and how cool it is.

The press and the youtubers are, of course, free to focus on whatever they want to focus on. I'm just saying that a lot of people out there are just using games as an escape, we really don't want all those details. And I'd go even further, a lot of games, tech, and issues they concentrate on are out and out boring!

Re:The tragic end of Telltale Games by izacus on Friday October 05, 2018 @10:26AM (#18148348)
> The gaming press is more press than gaming; they're often people with writing degrees who are disproportionately fond of "literary" games compared to the buying public.

How does that differ from movie and music press? It's pretty much the same situation - you have big blockbusters which are polished and ground down to be as widely appealing and as mildly offensive as possible. These blockbusters then get ridicoulous marketing spending which shoves them down the throat of as many average people as possible.

But studios like Telltale have no hope of even coming close to competing for that attention - they have nowhere near the marketing budget of Ubisoft, EA, Activision. They need to appeal to smaller niche audiences to not get just eaten by large publishers doing the same thing better and with more pomp.

Re:The tragic end of Telltale Games by lmm on Friday October 05, 2018 @10:51AM (#18148588)
> How does that differ from movie and music press? It's pretty much the same situation - you have big blockbusters which are polished and ground down to be as widely appealing and as mildly offensive as possible. These blockbusters then get ridicoulous marketing spending which shoves them down the throat of as many average people as possible.

Limited personal experience, but: the music journalists I've known really loved music. Many were in their own bands. There was a certain amount of indie one-upmanship, there was also a deep appreciation and respect for the medium in general, even when faced with genres they didn't get on with. They also spent a hell of a lot of time on music, even when not on the clock. I don't get that sense from video game journalism at all; if anything several of them seem to wish they were movie critics. The depth of detailed technical knowledge just isn't there - music and film journalists throw light both on the techniques used to make music and film, and the process of production itself, in a way that video game reporting doesn't.

Re:The tragic end of Telltale Games by screye on Friday October 05, 2018 @09:18AM (#18147842)
This is very true.

Gaming journos have very little influence inside the gaming community. Many of them do not quite get that "fun" is the most central reason for playing a game. Their articles often read like someone who is hoping for a regular media house to notice and hire them, rather than a gamer writing for other gamers.

Gaming's biggest personalities are on YouTube and Twitch. ACG, Angry Joe, TB (rip), Dunkey have a significantly better say on whether a game gets played or not. Brothers a tale of sons, is one such game whose success can be in part attributed to TB pushing it very hard, on his YT channel.

Among the younger generation, let's play and streamers are the bigger influencers. At least that is what I feel like looking at my younger cousins.

There are a few good gaming review websites, but the likes of IGN, Polygon and GameSpot feel like surrogate marketting agencies at this point.

Re:The tragic end of Telltale Games by Razengan on Friday October 05, 2018 @09:37AM (#18147980)
I have been gaming literally my entire life save for the first couple years, spending thousands of dollars on games every year, and I have never watched any of those “gaming personalities.”
Re:The tragic end of Telltale Games by jccalhoun on Friday October 05, 2018 @10:18AM (#18148298)
Agreed. I have heard of a couple of them but it seems like many of the younger generation is turning to video for their reviews and opinions and not text. I would much rather skim through an article than a video. I see tons of links to opinion videos on reddit but I rarely ever click on them because I don't want to sit through some ad, an opening credit, "Hi Guy! Welcome to my channel. Today I want to talk about..." and other garbage to see if I care about what this person has to say. Even if I skip ahead there is a good chance that I will have to back it up because it seems to skip ahead to the middle of an idea.

And I wish these kids would get off my lawn!

Re:The tragic end of Telltale Games by sam0x17 on Saturday October 06, 2018 @11:50AM (#18155722)
I just don't want to sit through a video, period, even ignoring ads etc. Then I have to make sure my volume is actually on, make sure I'm not disturbing anyone, and potentially be judged by the people around me for whatever I'm watching. How these kids just click on videos willy-nilly without a care in the world is mind-boggling for me.
Re:The tragic end of Telltale Games by michaelscott on Friday October 05, 2018 @09:44AM (#18148036)
If it helps add another data point to the mix, I can confirm parent's comment on these personalities and their influence within the gaming community. A number of them often provide in-depth critiques and unexpected insights on game design that take the form of comedic video quasi-essays, and they rack up huge subscriber counts.
Re:The tragic end of Telltale Games by Razengan on Saturday October 06, 2018 @01:10AM (#18153651)
Skipping through a “No Commentary” playthrough usually tells me all I need to know about a game before purchasing it, without any subjective opinions of someone else.
Re:The tragic end of Telltale Games by PhasmaFelis on Friday October 05, 2018 @03:09PM (#18150884)
> Gaming journos have very little influence inside the gaming community. Many of them do not quite get that "fun" is the most central reason for playing a game.

Funny, it seems to me that many gamers don't quite get that not everyone has to have fun exactly the same way they do.

Re:The tragic end of Telltale Games by bliblah on Friday October 05, 2018 @10:00AM (#18148161)
The advantage that these personalities have is that you learn if their tastes match up with yours.

I have learned to never listen to Dunkey when he says a game is "Boring" but his idea of "Fun" matches well with me.

Also I watch some of the Angry Joe reviews because despite his tired theme of being angry all the time, he does a good job extensively covering a game from a semi objective standpoint. And I know when he is hammering home the negative points he is just hamming it up for the views so I don't take them too seriously.

Meanwhile gaming press is just a random assortment of editors with different tastes and values making it harder to discern how well the game will be for me.

That's why I like giantbomb since they are only 5 ish reviewers and you get to learn their tastes pretty easily.

Re:The tragic end of Telltale Games by LUmBULtERA on Friday October 05, 2018 @09:54AM (#18148114)
I also have never seen any of those YouTube channels and never watch Twitch. I do peruse those gaming review websites from time to time.
Re:The tragic end of Telltale Games by watwut on Friday October 05, 2018 @09:52AM (#18148089)
Just because something is fun to you does not mean it is fun for everybody. The gaming repeated conviction seem to be that some peoples tastes count.
Re:The tragic end of Telltale Games by jamesrcole on Friday October 05, 2018 @09:19AM (#18147849)
Worth noting that this data is from steamspy (http://steamspy.com/about) so only covers Steam, and is also not fully accurate.

How representative it is of the overall picture I can't say. I would imagine that Telltale's style of games sell more on phones/tablets and on consoles, but of course the sales on those platforms may well show the same trends over time.

Re:The tragic end of Telltale Games by WorldMaker on Friday October 05, 2018 @11:55AM (#18149118)
Indications seem to be that Minecraft: Story Mode was the studio's next most profitable after TWD S1 (and why the Netflix Minecraft: Story Mode project is the last project in the black-ish and the last project they seem required to try to finish), which is definitely not visible in the steamspy statistics, and definitely an indicator of the importance to non-Steam sales.
Re:The tragic end of Telltale Games by Fragoel2 on Friday October 05, 2018 @08:35AM (#18147594)
Apparently making the same game over and over (with different intellectual property to tie it up) does not pay off.
Re:The tragic end of Telltale Games by everyone on Friday October 05, 2018 @09:00AM (#18147730)
It seems to work for most AAA games.. In fact they usually dont even bother changing IP

eg. assassins creed series, farcry series, call of duty series, madden series, etc. etc.

Look at the ridiculously popular battle-royale games like fortnight.. They are pretty much clones of each other, and that gameplay has been done (better) decades ago.

Re:The tragic end of Telltale Games by nottorp on Friday October 05, 2018 @09:17AM (#18147838)
Yeah but in those you have some mechanics to use. Telltalle took the adventure game formula, which is mostly exploration and puzzles, and dumbed it down until you were left with linear exploration and kindergarten puzzles. I stopped looking at their titles ages ago because while I grew up with adventure games, the Telltale titles ain't that any more.

Edit: also, games made after a movie license (or a game license, Minecraft Story, wtf?) tend to be crap. Especially when they're story based so basically you're replaying the movie that you've already seen.

Re:The tragic end of Telltale Games by krinchan on Friday October 05, 2018 @10:50AM (#18148576)
They're much closer to the Visual Novel genre then the Adventure Games formula. But even than, most really good VNs that come out of Japan have branching stories. It's dependency on Anime Harem tropes and fanservice notwithstanding, many of the stories (Steins;Gate, Fate/Stay Night comes to mind) branch significantly and well beyond the "600 dead end bad endings and 1 good ending". They're well written and (again, once you get past the fact that you have to rummage through a sex scene you're totally not interested in ever seeing to get to a particular ending) engaging.

Telltale had a chance to take the Visual Novel, clean it up some for more Western sensibilities, and really create a market here for the genre.

Instead you just got a badly rendered machina. It was unfortunate.

That said, I've heard great things about the writing for Minecraft Story from adults. So, you know. If your expectations are appropriate, there's room to be impressed.

Re:The tragic end of Telltale Games by the_af on Friday October 05, 2018 @02:36PM (#18150584)
Visual Novel is an apt description, though I'll disagree with you on one thing: most Japanese visual novels back when I last checked them, which was in the 90s/early 00s, were terrible. And I mean, really, embarrassingly terrible, and not just for their random and bizarre sex scenes, but overall badly written and cliched. Some of it could be chalked up to poor English translations, but most of it was mind-numbing cliches and nonsensical situations you'd laugh at if found in a book or movie, and which you had to repetitively click through.

That said, yes, I think The Walking Dead Season could accurately be described as a Visual Novel with very little branching, more than a full-fledged point-and-click adventure. I think it succeeds at this; Lee's story is certainly more interesting than whatever happens with Rick & crew in the tremendously repetitive TV show. I can see how Telltale's formula gets repetitive for subsequent games, since it's essentially a one trick pony, but still... I was entertained for one season :)

Re:The tragic end of Telltale Games by notheruser on Friday October 05, 2018 @02:49PM (#18150709)
Fate Stay Night doesn't really branch. It just makes you play it 3 times for 3 different versions of the story. There's very little interactivity, it's more like an author wrote 3 drafts of the same novel where different things happen in each draft than a work of interactive fiction.
Re:The tragic end of Telltale Games by tapoxi on Friday October 05, 2018 @09:29AM (#18147912)
Telltale's games since The Walking Dead became narrative focused, essentially the interactive version of a "choose-your-own-adventure" book. Personally I loved the format since I hated the cartoon logic behind a lot of adventure game puzzles, but Telltale never evolved it. Supermassive Games (Until Dawn) and Dontnod (Life is Strange) both showed that you can expand on the concept and tell interesting stories.
Re:The tragic end of Telltale Games by the_af on Friday October 05, 2018 @02:41PM (#18150638)
I also liked that TWD was narratively focused and more about dialogue and moral dilemmas than puzzles; puzzles in adventure games almost always feel artificial to me. I just wish TWD's dilemmas had resulted in more varied consequences, and of course more plot branching.
Re:The tragic end of Telltale Games by Sean1708 on Friday October 05, 2018 @09:28AM (#18147909)
> Especially when they're story based so basically you're replaying the movie that you've already seen.

Weren't most of Telltale's stories original? I didn't play any of the others, but I know the Borderlands and Batman ones were.

Re:The tragic end of Telltale Games by nottorp on Friday October 05, 2018 @09:43AM (#18148025)
Maybe, if you mean as original as they can be within the restrictions of the franchise.

Personally, I played Borderlands but I never stopped and thought "oh gee, it would be nice to find out more about their background story". I just looked for the next thing to shoot. As for Batman... saturation anyone?

Re:The tragic end of Telltale Games by SmellyGeekBoy on Friday October 05, 2018 @10:21AM (#18148317)
Are you saying that Batman games in general don't sell well?
Re:The tragic end of Telltale Games by nottorp on Saturday October 06, 2018 @09:53AM (#18155124)
I'm talking for myself. I stopped at like 3 movies and one game (Arkham Asylum was nice, but I didn't want more of the same), then lost interest completely.
Re:The tragic end of Telltale Games by plopz on Friday October 05, 2018 @09:17AM (#18147834)
Battle royale games were done better decades ago? I can't even think of a battle royale game from the 90s.
Re:The tragic end of Telltale Games by user5994461 on Friday October 05, 2018 @05:28PM (#18151876)
unreal tournament and counter strike for sure. Unreal tournament had an option to limit the number of life, not that is was common to use.

Unreal and Fortnight are made by the same company by the way. It's really a reskin with adjusted gameplay settings.

Re:The tragic end of Telltale Games by everyone on Friday October 05, 2018 @09:57AM (#18148134)
quake, unreal tournament, tribes, battlefield, planetside.. Deathmatch with many players. Same thing pretty much, but with more action.
Re:The tragic end of Telltale Games by jaegerpicker on Friday October 05, 2018 @10:29AM (#18148374)
BR is a very different type of game and especially Fortnight has VERY different game play. It plays nothing like quake or ut. It's much closer to counter strike but with a higher level of tension.
Re:The tragic end of Telltale Games by AgentME on Friday October 05, 2018 @07:05PM (#18152446)
Also, add a giant map and an exploration/preparation period where most players are searching for weapons before fighting anyone.
Re:The tragic end of Telltale Games by LyndsySimon on Friday October 05, 2018 @11:57AM (#18149141)
> Same thing pretty much, but with more action.

That's exactly why we play BR games.

These days I play mostly PUBG. Before that, Day of Infamy. Before that, Insurgency. Notice a trend? Each one of those games has a lot at stake (relatively speaking) when you get into an engagement. If you die, you sit out for a while. They're about communication and coordination between players on the same team.

PUBG (and Fortnite, though that's not my preference) take it to a whole other level. It's not uncommon for me to play a game of PUBG where the first 10-15 minutes is spent either not encountering anyone or spotting them before they spot me and purposefully avoiding them. It's about tactics - either coordination with your squad, or maneuvering into a better position for the next phase of the game, or waiting until someone you're stalking has engaged someone else before engaging them.

Because the preparation is longer, there's more at risk when you actually engage, and the anticipation builds to a crescendo. So, yeah - there may only be seconds of "action" in a PUBG match, but that's the whole point.

Re:The tragic end of Telltale Games by cableshaft on Friday October 05, 2018 @06:01PM (#18152094)
Battlefield usually annoyed me when I would spend minutes traveling back to the scene of the action. In Fortnite I would spend minutes just trying to find anyone on the map at all sometimes. It feels like I'm doing a lot, lot more of the unfun stuff (traveling) than the fun stuff (shooting and outmaneuvering the opponents). I just can't get into it myself.

I'll just keep playing Quake (actually I'm mainly playing puzzles and graphic novels right now) until people get tired of Battle Royale modes and need a break from them.

Re:The tragic end of Telltale Games by everyone on Friday October 05, 2018 @12:44PM (#18149590)
Ok then, thats been done many times ages ago in the likes of ARMA, rainbow 6, Operation flashpoint.. etc.
Re:The tragic end of Telltale Games by annywhey on Friday October 05, 2018 @04:03PM (#18151252)
Here, watch this:

https://youtu.be/ffryiLmQb1U

This is Fortnite build battling. BR as a whole just refers to a game ruleset that forces and encourages a last-man-standing situation. That part has been done before there was a video game. But the details of what's being communicated are different. They're different even between Rust and PUBG, despite both of them being military styled. Fortnite is in a class of its own since it's cartoonish and the building and mobility options present a lot of unique options. Even comparisons to Minecraft don't fit since the build system is different.

Performing jadedness about the games being "done before" is basically like saying new movies are just collections of old cliches. Even when they are, they end up saying something different.

Re:The tragic end of Telltale Games by Apocryphon on Friday October 05, 2018 @02:36PM (#18150583)
Those are squad-based tactical military shooters focused on realism, yet another genre completely different from battle royales!
Re:The tragic end of Telltale Games by plopz on Friday October 05, 2018 @10:04AM (#18148183)
The fundamental difference between all of those games and what I would consider a battle royale game is you only get 1 life.

As an aside, I loved Tribes 2 construction mod.

Re:The tragic end of Telltale Games by user5994461 on Friday October 05, 2018 @05:37PM (#18151940)
Last I recall from playing unreal 2004, there is a slider to select how many life players have when starting a death match.

Battle royale was available, long before battle royale was cool.

There were also a lot of other gameplay available on top of death match, all built in: team death match, assault, onslaught, capture the flags, domination, etc...

Re:The tragic end of Telltale Games by Kiro on Saturday October 06, 2018 @05:15AM (#18154258)
No, you need the blue circle, looting and big maps as well. Just having one life is not enough.
Re:The tragic end of Telltale Games by user5994461 on Saturday October 06, 2018 @09:02AM (#18154915)
There is looting. Weapons, ammo and equipment appear in defined locations at various times.

If you look at good players who win their games, it's a lot about being at the right place at the right time. Get the best stuff and locations for yourself and don't let opponents have anything.

Re:The tragic end of Telltale Games by Kiro on Saturday October 06, 2018 @09:59AM (#18155145)
It's not the same kind of looting. In Battle Royale you need to search through houses, locations and move over the map to gather loot and when you kill someone you take their gear. Loot doesn't spawn after start and it's definitely not in defined locations.

Sorry, but you're talking about something completely different.

Re:The tragic end of Telltale Games by checkyoursudo on Sunday October 07, 2018 @05:13PM (#18162644)
I think this is more of a current iteration of BR. I would say BR is a little more generic than this. My idea of it, which might not be exactly right I will admit, is just this: A battle royale game is last-man-standing or winner-take-all. The looting, houses, starting gear -- this all seems like variation more than essential.

It seems like what you're describing is definitely the mainstream take on the genre right now, but I think you could make another variant that isn't like the popular ones today but is still a BR.

Re:The tragic end of Telltale Games by Kiro on Monday October 08, 2018 @03:32PM (#18170568)
Fair enough, I guess it's subjective what the actual minimum requirement is but I kind of agree with the Wikipedia article personally: https://en.m.wikipedia.org/wiki/Battle_royale_game
Re:The tragic end of Telltale Games by checkyoursudo on Thursday October 11, 2018 @12:00PM (#18194607)
Reasonable.
Re:The tragic end of Telltale Games by SmellyGeekBoy on Friday October 05, 2018 @10:22AM (#18148321)
Networked DOOM would like a word.
Re:The tragic end of Telltale Games by everyone on Friday October 05, 2018 @10:13AM (#18148255)
I dont know but I'd bet theres an old quake mod that makes that small change.
Re:The tragic end of Telltale Games by jaegerpicker on Friday October 05, 2018 @10:30AM (#18148379)
it's not a small change, it completely changes the style and feel of the game play.
Re:The tragic end of Telltale Games by Kiro on Friday October 05, 2018 @01:53PM (#18150184)
Just stop. You clearly have no idea what a Battle Royale game is.
Re:The tragic end of Telltale Games by kevingadd on Friday October 05, 2018 @08:38AM (#18147613)
The games did have significant differences, but the extensive reuse of very old technology had a big negative impact on both development costs and reviews.
Re:The tragic end of Telltale Games by gassed on Friday October 05, 2018 @08:55AM (#18147716)
Can someone explain more about "making the same game over and over"? I don't know anything about these games. Were they all similar, despite being different franchises?
Re:The tragic end of Telltale Games by bliblah on Friday October 05, 2018 @09:34AM (#18147955)
All the games followed the same basic gameplay roadmap. Event happens -> Talk to other characters -> Another event happens

Usually the events were cutscenes or QTEs (timed button presses) that you either pass or get a gameover if you fail too many.

Now this wouldn't be an issue if the games were marketed as such but instead they tried to present them with the taglines "Your choices have consequences" while it was clearly not the case. You could run the same game twice making completely opposite choices and the end results were always the same; sometimes a character would die but at most that just resulted in some extra dialogue since those characters were designed to be non essential.

Here is an example of what I mean: Alice is a fugitive on the run and needs a car so she can:

1)Go to her friend Bob and have him drive the car after asking him 2)Threaten Bob to drive her around

In the end Bob is always driving the car and his opinion of you doesn't matter outside a throwaway line where he says "Hey, you owe me!" or "Hey, you're a jerk!"

The illusion of choice is very apparent at times even DURING the game since the events occurring are just too limiting.

It didn't help that Life is Strange and the Witcher 3 came out and had more in depth consequences and exploration of these systems.

Re:The tragic end of Telltale Games by na412 on Friday October 05, 2018 @10:35AM (#18148416)
I haven't played any of these games either, and the kinds of "press a button in time to make stuff happen" events you describe are something I really hate in games, so I don't think I will.

That said, your description of the illusion of choice in the story... sounds like every story-based videogame ever. I've been playing games since the 90s, and I can't really think of any such games off the top of my head where your choices will lead you down a completely different path.

Commonly the game will have different ending cutscenes depending on your choices, but the main story quest always takes you to the same locations.

Deus Ex was lauded for giving you choices, but you always took the same general path through the game. Maybe you saved that character and then you meet him again for a short conversation much later - but it didn't really matter.

Planescape Torment is often described as the best story-driven RPG ever written. While it had lots of optional sidequests and offered the option to roleplay your character in loads of different ways, in the end you always took the same path through the main storyline.

These are just two examples of higly rated, character- and story-driven games that happen to be among my favorite games of all time.

It's understandable, after all creating content costs money, and content that won't be seen except by a tiny minority of players seems like a sunk cost to the developers.

Re:The tragic end of Telltale Games by bliblah on Friday October 05, 2018 @11:14AM (#18148759)
I agree somewhat; it's pretty difficult to create a COMPLETELY different game. However the second act in Witcher 2 was quite different depending on your choice in the first act to the point that replaying it adds a lof of depth to the overall story and presentation. I heard the 3rd game is just as impressive but I haven't been able to experience it myself

Meanwhile, Deus Ex was revolutionary because it gave you a lot of choice in terms of gameplay variety. Your mission could be to enter a building and just some of the ways could be:

A)Sneak Inside through vents B)Bribe a guard C)Impersonate an employee finding a loose ID card D)Use your high jump to go through the roof E)Shoot your way in F)Use a keypad by overhearing the password from a guard E)Use an explosive to break down a wall

Telltale games did neither of these things and got left behind pretty quickly when it failed to innovate off the success of the Walking Dead

Re:The tragic end of Telltale Games by ggggtez on Friday October 05, 2018 @05:08PM (#18151769)
I played The Wolf Among Us twice through. I thought the story was very interesting, and wanted to see what happened if you did everything different. Obviously you know a lot of content is going to be re-used, but by and large probably 95% of it was unchanged. It lowered my opinion substancially, though I still liked it more as a movie/TV show, than a game.

While story based games do have to fight combinatorial explosion of possibilities, games like Planescape Tormet deal with that by having actual gameplay: random encounters, item drops, side quests, leveling up. All the traditional RPG mechanics.

Life is Strange was also panned for having the illusion of choice, but I think was able to resist some of that criticism due to the strength of the story, and the different environment: most of the game is peaceful and sullen, not thrilling, so the limited gameplay isn't necessarily a problem.

Re:The tragic end of Telltale Games by zweicoder on Saturday October 06, 2018 @01:58AM (#18153759)
There are actually quite a few games that I enjoy because your actions actually mattered in the game, and I highly recommend you try it if you enjoy a good story.

Heavy Rain and Detroit: Become Human are excellent examples in that your choices actually matter. For example, it's possible to lose a character much earlier on and drastically change how the whole story plays out, or choose an action which entirely changes a few 'stages' you proceed to. There are also a lot of different versions of the ending, either by showing totally different ending scenes, or tweaking some scenes with different characters, or additional cutscenes that change the whole meaning of the ending.Gameplay was also very satisfying for both games, from the things you can do in each stage or the Quick Time Events (QTE) which also change how the story plays out.

In comparison to Telltale's games which are supposed to be about how your choices matter, the only thing that gets affected are some throwaway dialogue and maybe a few short scenes. QTEs are also laughably simple and nearly impossible to fail, and if you do fail you just restart in the last scene anyway.

Re:The tragic end of Telltale Games by tscherno on Friday October 05, 2018 @05:31PM (#18151900)
Re:The tragic end of Telltale Games by 7000skeletons on Friday October 05, 2018 @09:08AM (#18147773)
Telltale's games tended to utilise similar mechanics across their games. They'd generally follow a linear storyline to certain points where players could make choices that changed some outcomes, along with limited scene exploration and the use of quick-time events. There was a lot of noise made about player decisions affecting the overall outcome of the story, but not everybody would agree that this was the case.
Re:The tragic end of Telltale Games by prithee on Friday October 05, 2018 @09:13AM (#18147811)
They all shared the same narrative focus and gameplay mechanics of titles in the "adventure" game genre (inspect environment, walk around, quick time events, make decisions in conversation or events that at least promised branches in storyline.) Typically the engine and graphics styles were roughly the same, though improved as time progressed (to the point where you often felt they were battling the old engine).

I understand the limitations to this style and the problems became pronounced as time progressed but to have a "Telltale take" on a property, I roughly knew what kind of experience I was getting and at least for a while made me cautiously optimistic for the release (though I may be a minority.)

Re:The tragic end of Telltale Games by taneq on Friday October 05, 2018 @09:54AM (#18148115)
Sounds like those Sierra games. Those hacks.
Re:The tragic end of Telltale Games by SmellyGeekBoy on Friday October 05, 2018 @10:20AM (#18148312)
Yup. LucasArts too obviously. It doesn't really matter if the gameplay is identical and the puzzles similar and formulaic if the story is interesting and the game is fun. Perhaps there's just no appetite for the adventure genre anymore?
Re:The tragic end of Telltale Games by usrusr on Friday October 05, 2018 @11:30AM (#18148912)
Or there is appetite, just not at the speed at which Telltale was pushing out sequels. They have clearly been successful for a while (otherwise hardly anybody would be noticing their demise), but while sequels are comfortably predictable compared to the lottery ticket of a fresh launch, they also come with an inherent limitation: the market for a sequel can be no bigger than the number of people who have already consumed the iteration before and still want more. There will always be losses. Repeat that a few times and numbers will be predictably low. Do the same at a high release cadence and you also lose those who might eventually want a sequel, but not at the prescribed sped, they may not even have finished the previous iteration. Consumers who built up a consumption backlog will lose interest in the whole franchise because they are immune to new release hype.
Re:The tragic end of Telltale Games by Footkerchief on Friday October 05, 2018 @01:30PM (#18150008)
Classic adventure games thrived on the originality of their settings and characters.
Re:The tragic end of Telltale Games by prithee on Friday October 05, 2018 @02:12PM (#18150359)
The Sierra DNA is there, but on a much, much more accessible level (for better or worse depending on how you want to take on the narrative or the game.)
Re:The tragic end of Telltale Games by jccalhoun on Friday October 05, 2018 @10:12AM (#18148250)
As others have posted, the game play of all of them are largely the same. They were really fighting their game engine which really limited what they could do. For example, at one point in one of their games the characters had to go into a building and I wondered how they were going to do that because of the limits of the engine. They just played a cut scene instead of having the player do it.

The strengths were in the writing and voice acting.

Re:The tragic end of Telltale Games by SmellyGeekBoy on Friday October 05, 2018 @10:17AM (#18148289)
Sad that an adventure game studio could die off for this reason when "Call of Duty" is pretty much the same game every year and somehow manages to be one of the best selling franchises of all time.
Re:The tragic end of Telltale Games by gassed on Friday October 05, 2018 @10:24AM (#18148334)
Just because they make adventure games they aren't superior.

Also your argument is flawed. After all, all football matches are the same.

Re:The tragic end of Telltale Games by 7000skeletons on Friday October 05, 2018 @08:45AM (#18147659)
Jesus, I knew their sales had been rocky but I didn't realise HOW rocky. I guess the formula they had for games didn't really pay off across multiple instances.
Re:The tragic end of Telltale Games by kevingadd on Friday October 05, 2018 @08:48AM (#18147681)
It's similar to how (in general) an industry-wide theme is that episodic titles have significant sales drop-off in later episodes. Sequels do too, albeit less so and less consistently. This is part of why companies selling episodic games (telltale included) try to sell you a whole season up front.

A big notable example is Square Enix's Final Fantasy 13 trilogy (3 games, FF13, FF13-2, and Lightning Returns), where IIRC sales basically halved on each release - so Lightning Returns sold about 0.25x what FF13 did [1]. (FF13 sold well, so this is at least not completely dire).

You can often make this up by spending less money to develop later episodes & sequels, which was true for both Telltale and the FF13 trilogy - but eventually it's not sustainable anymore.

1: http://www.siliconera.com/2013/11/27/lightning-returns-lowes...

Re:The tragic end of Telltale Games by 7000skeletons on Friday October 05, 2018 @09:00AM (#18147726)
I can't help but think there's some truth to all the talk about people growing tired of the same mechanics being used in essentially every Telltale game after the first series of The Walking Dead. Going from personal experience, it was a hell of a ride the first outing but it grew pretty samey even when new settings and stories were applied to it.
Re:The tragic end of Telltale Games by bunderbunder on Friday October 05, 2018 @09:53AM (#18148103)
It's not just the physical mechanics. The story arcs and puzzles on their games also started feeling formulaic after a while too. Like, if you played one Telltale game, you'd played them all.

Which makes sense, now that I'm hearing how the company was managed - coming up with really original ideas, and making sure they work, takes time and breathing room. You get that out of people that have time to put their feet on the desk and daydream, not people that live on perpetual crunch time.

Re:The tragic end of Telltale Games by xirdstl on Friday October 05, 2018 @09:18AM (#18147844)
It wasn't just the gameplay for me, but the episodic format. I grew tired of that, and I would wait until all episodes were released to buy. By then, I might have either forgotten about the game, or could get it for a substantial discount.
Re:The tragic end of Telltale Games by GarrisonPrime on Friday October 05, 2018 @09:10AM (#18147790)
Agreed. I tired of the gameplay very quickly after the first game. Felt too contrived and transparent. Couldn’t even force myself to finish the free first chapters of some of their later games. Oh well, it was a nice brief ride.
Re:The tragic end of Telltale Games by kevingadd on Friday October 05, 2018 @08:38AM (#18147609)
Important to keep in mind here that all sales numbers for digital titles are, by necessity, estimates because major marketplaces like Steam not only don't release numbers but place limits on what kind of information developers can release. Previous services for estimating sales numbers were shut down by Valve. SteamSpy was at least fairly accurate up until it was shut down, but it also leaves out sales on consoles and non-steam storefronts.

Another factor is that many of these games are 'prestige brands' like Minecraft or The Walking Dead, which means there may be partnership funding involved. This is demonstrated by how Telltale spoke about keeping a skeleton crew around to finish a game in order to fulfill obligations to partners - if that's happening it's because money changed hands.

(I agree in general with the premise that the writing has been on the wall for Telltale, just not that a steamspy chart is proof that the company was already dead in the water)

Re:The tragic end of Telltale Games by chaostheory on Friday October 05, 2018 @02:43PM (#18150656)
The problem was that TellTale promised games in which your decisions actually affect the game world as opposed to just slight changes in character dialog with a game on rails. While they did improve this mechanic a little in later games, it was still too little too late. I'm pretty sure it was this that affected their sales long term. In their defense, very few games are able to actually pull this off despite their marketing.
Re:The tragic end of Telltale Games by adamrezich on Friday October 05, 2018 @12:24PM (#18149402)
TWDS1 was free many times, and has been included in Humble Bundles for years, so these numbers don't reflect actual sales or desire to purchase the game at full price or even on sale, and should be taken with a grain of salt.
Re:The tragic end of Telltale Games by CM30 on Saturday October 06, 2018 @12:02PM (#18155773)
I suspect at least part of it came from Telltale getting access to all these big IPs. I mean, if they're making games based on the Walking Dead and Minecraft and Batman and Game of Thrones they have to be doing well, right? You don't expect the film studio adapting Lord of the Rings or James Bond to be in financial peril, so maybe the same would seem true for game developers too.

But of course, names don't tell the full picture, and even major brands can sell poorly if the product isn't interesting/great (like many later Telltale titles).

Re:The tragic end of Telltale Games by Thaxll on Friday October 05, 2018 @09:20AM (#18147853)
That's one of the reason why big studio don't create new IPs very often, it's very expensive / risky, a false move and you can lay off hundred of people.