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GAMES

NOVEMBER 2014

JB Hi-Fi

www.jbhifi.com.au

FEATURE

048

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www.stack.net.au

Unlike its contemporaries,Telltale’s

works don’t allow for the notions of safety

or guarantee. In the Mass Effect series for

example, interactions are mostly by the

numbers, predictable with foreseeable

consequences (and therefore avoidable).

There is control in the proceedings, so there

is little reason to fear or actively worry about

your crew. In contrast, not knowing direction

or possible outcomes makes events more

immediate and unsafe; the concerns for your

party becomes a reality. In a way,Telltale

games have a stronger focus on the supporting

characters than they do on the protagonist.

This commitment extends to characters that

players know are all but guaranteed to survive,

as your choices affect their

quality of life. Clementine, your

ward from

TheWalking Dead:

Season One

, is constantly

exposed to the horrors of the

new world of the dead, and

your interactions with her

character come down to how you want to prepare

her for the future. Going easy when Clem made a

mistake might mean she won’t take your warnings

seriously, whereas being harsh might mean she is

too afraid to tell you vital information at a later point.

While the choice mechanic inTelltale games

is what make them the leaders in this unique

genre, a special mention must also go out to the

scriptwriters and the voice actors for developing

an enthralling narrative and bringing the characters

to life, respectively.

Telltale’s games are almost the antithesis of

triple-A titles.There’s no ‘real’ gameplay to speak

of, no mechanics to master, yet their big moments

feel more epic (and personal) than Halo or CoD

have ever managed to deliver.There’s a certain

kind of energy and concentration demanded of

players when they’re forced to react quickly to

a decision about their use of torture in

TheWolf

Among Us

; it’s not mashing buttons to clear

away enemies, it’s making a single click that’s

completely focused on you, the player.That’s why

an explosion has less impact than the fear and

adrenaline experienced observing Clementine

crawl away from the hands of a single

zombie: it’s personal.

And ultimately, that’s what makesTelltale’s

games fun. A sense of personal involvement

based on the decisions that you yourself make,

surrounded by the friends you’ve won over and

the people that you’ve wracked your brains and

morals to help. For the first time in a long time,

the ending screen feels less like you’ve finished

a game, and more like you’ve gently closed a

chapter on a part of your life.

T

he idea of ‘choice’ in

games has changed

dramatically over the

course of the medium’s

history. Presently, choice in

games normally translates to

the ability to make decisions

that will define your character as good or evil.

More often than not, this leads to a simple

altering of appearance or slight delineation in

the narrative. It’s strange that choice has

become such a narrow ideal, considering the

first real taste of exploration in gaming was

experienced through the text-based adventures

of the 1970s with games like

Colossal Cave

Adventure

and

Zork.

In a way, choice made a step backwards

from being an integral part of expression of

play, to an off-handed decision on whether

to have a halo or horns.

Then along cameTelltale.

Telltale have been incredibly successful

in a field that gaming hasn’t traditionally been

very good at – the ability to tell a compelling

story. Moreover, when you consider

that ‘losing’ in games has almost no real

consequence (aside from restarting), there’s

been scarce motivation to truly care about the

events that are taking place. At least, not until

the finale or whenever your heartstrings are

being manipulated by hackneyed events.

Series like

TheWalking Dead

and

TheWolf

Among Us

have revitalised the idea of choice

and empathetic storytelling by masterfully

merging the two with one simple move: Choice

as the main gameplay mechanic. Your choices

matter in every meaningful sense; affecting

the course of events and actions taken during

the series, as well as having a direct impact

on characters you have become emotionally

attached to. Not necessarily love or even

like, but feel for.

ChoiceandEmpathy:

ATelltale Masterclass

byMarkAnkucic