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Anfebious said:
Hynad said:
Anfebious said:

I think it's correct. This is a videogame not a book. In a book (unless you are talking about "Choose your own adventure" type of books) you can't decide the outcome of the story. In a videogame you have a whole new level of interactivity, you can choose things and those affect the outcome of the story. I feel it was a missed chance in the game, and it would have made the game a lot better. I don't like when videogames try to be like books and films and limit your options.

But if you say I'm wrong, then I guess I don't understand these kind of videogames. It's a shame.

So you are saying that developers should limit themselves in the way they approach the story they want to tell and adjust their vision to what you think should be?

Are you saying there is no place for linear story-telling in video games?

No, but I feel developers are overusing linear story-telling in videogames. Is it so wrong to ask for videogames to have more choices?

Don't you think having less options for us is more of a limiting factor? Developers already have a lot of freedom.

I still stand by what I said, TLOU would have been better with choices in the ending portion of the game.

The point of the game is to make you feel the first character background, pain, motivation and evolution toward this exact choice, not toward a choice, or the difficulty or openess of a choice. What you ask for is legitimate, especially for a game, but this is in contradiction with this purpose (as I assume, given they don't give you the choice). Here, it's supposed to be an artistic choice, and not a limitation, and this emotion driven direction is perhaps what gave the game such a reputation. You can still think it would have been better with a choice or a different ending, but it's not supposed to make it feel poor/cheap, it's exactly  supposed to be the opposite. What you say is that you could choose different options, what I think the games says is exactly that he don't have any other options.