Video games are all about giving the player choices: Whether you’re playing Borderlands and have to decide your class to Mass Effect where your choices can affect the plot across multiple games. But not every choice is created equal in game design and today’s post looks at the concept of hard and soft choices.
When Telltale Games announced that their next IP following The Wolf Among Us and The Walking Dead was Borderlands, it was met with some confusion. The Borderlands series is known for ARPG and FPS gameplay set on the dangerous planet of Pandora and people weren’t sure how Telltale was going to handle things.
Episode one definitely sets the precedent with a story that moves the Borderlands universe along but fans may be left out in the desert on this one.
Telltale Games have come a long way since the days of making Texas Hold Em styled games and light hearted adventure titles. Today, they are one of the premiere developers for focusing on narrative in adventure games. For #9 this year, we have the next game following the hit of The Walking Dead.
Recently I finished played The Wolf Among Us by Telltale games and I enjoyed it for the most part. But one area where I do not like Telltale’s trend is with them dialing back player agency which is the subject for today’s post and how it works at different degrees through the game design.