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Why Telltale's Knocking on Death's Door

Telltale Games co-founder Kevin Bruner discusses the problems of Jurassic Park, introducing death for the first time, and the uncanny power of words.

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Jurassic Park shook my confidence in Telltale Games. Sam & Max had run its course after several seasons, and following the beloved but mechanically aging Back to the Future, it was clear the studio needed to shake up its approach to designing adventure games. While Jurassic Park had the right ideas, it didn’t work.

Whether it was quick learning from the mistakes of Jurassic Park or the values inherent to a different development team, The Walking Dead represented a tremendous turnaround. It tapped every one of the right buttons. Riding the continued relevance of the comic and the mammoth success of AMC’s television show, The Walking Dead hit the mark critically and commercially. The first episode sold more than one million copies, a bona fide hit.

“The combination of the game being on all platforms at the same time and the TV show and the comic being fresh content that’s coming out brand-new has really let this take off,” said Telltale co-founder Kevin Bruner to me moments after witnessing some early moments of episode two at E3.

(I don’t want to spoil anything, but the next episode starts with a truly “Holy shit!” moment.)

As a Jurassic Park fanboy, I was especially crushed by what didn't work. But dinosaurs!
As a Jurassic Park fanboy, I was especially crushed by what didn't work. But dinosaurs!

Telltale was ahead of the curve on episodic gaming, and remains committed to the concept. It’s played with how to deliver that content (Jurassic Park, for example, could only be purchased as a four episode bundle all at once), but a huge stumbling block has been delivering content in a timely fashion across all platforms.

The trouble with Microsoft’s “slot” system on Xbox Live Arcade has been documented in the past, and prior to The Walking Dead, Telltale was forced to work with other companies to deliver its content through XBLA. That changed in 2011, as Telltale became an official Xbox 360 publisher. That wasn’t possible in the past because Telltale simply wasn’t big enough.

Additionally, The Walking Dead episodes are being delivered as in-game downloadable content. That doesn’t require messing with the troublesome slot program, meaning episodes will hopefully arrive with less delay.

Both The Walking Dead and Jurassic Park are pushing forward on a central tenet for Telltale these days: what does a modern adventure game look like? Each approach came out of internal R&D tests.

“We don’t play just adventure games,” said Bruner. “What aspects do we like about those games? What do we think are missing from old school adventure games? We really like games that keep you moving along. That was a big thing with Jurassic Park and Walking Dead--the game doesn’t stop, the game’s gotta keep moving.”

Faults aside, Jurassic Park represented a sea change for one very important reason: death. Telltale was founded by ex-LucasArts veterans, designers who approached adventure games much differently than, say, Sierra Entertainment. I died plenty of times making it through those Space Quest games but never in Grim Fandango.

“That was a big mantra,” said Bruner. “It’s comfortable for the player because you know you can walk around and can’t die.”

Death introduces consequence and permanence to the player. Bruner said the debate to introduce death into Telltale’s projects wasn’t very heated, but as Telltale moved into subject matter that asked for interactivity beyond just solving puzzles, the studio was forced to reevaluate its position on killing characters.

There is plenty of death to go around in The Walking Dead, too. The loss of life is rampant in Robert Kirkman’s universe, a theme well represented in Telltale’s interactive tale. Death’s door is player-driven, too, as many of the first episode’s key moments were chances for the player to determine who will live to fight another day.

It didn't take more than a click of the mouse to die in many of Sierra's classic adventure games.
It didn't take more than a click of the mouse to die in many of Sierra's classic adventure games.

“That’s the kind of thing that, as we evolve, we can keep the story moving, keep it interesting, keep the pacing where we want it to be,” said Bruner. “And now we’ve folded in this choice mechanic where we don’t give you a lot of time to make decisions, and we’ve figured out ways to produce the content where you really do live with the choices you’ve made.”

Before showing off episode two, Telltale was running a slideshow of statistics regarding the first episode. It’s common for developers to be monitoring player decisions, but uncommon for it to make that information public. For one thing, The Walking Dead is actually tracking more decisions than any other Telltale game. The statistical results are built into the developer tools, as well, allowing writers to pull up specific decisions and learn what players chose.

This allows writers working on later episodes to include specific callbacks to a moment in an earlier episode, even if there were no plans to address it originally. Telltale’s updated toolset allows writers meaningful flexibility to have that choice unfold in a way no one could have originally expected.

Walking Dead includes a
Walking Dead includes a "rewind" function on player decisions but Telltale said no one uses it.

“They [writers] can go back to look at episode one and say ‘Oh, it would be really cool if a character responded in this way if you had screwed them over back here.’” he said. “We can look back and say ‘Well, only 2% of the people screwed them over, so even though it might be a cool thing to do, nobody’s going to see it. Let’s spend our energy somewhere else, where people are going to see it.’”

One of the stats Telltale was displaying represented a life-or-death decision for two characters near the end of the first episode. I won’t spoil who or why, but 75% of players went with one character, only 25% with the other. Bruner said Telltale doesn’t view that outcome as ideal--they want a 50/50 split.

“We really struggle with the text that’s displayed for choices,” he said.

Bruner said the team were constantly tweaking dialog to avoid influencing a player’s decision. There’s an instance in episode one where Clementine asks the player “What should we do?” At one point, that line was “Should we stay?” In playtests, Telltale found even suggesting the player should stay pushed too many players to do exactly that.

“You want it to be ambiguous,” he said. “You don’t want to use words like ‘best’ because you want people to struggle with these decisions and not feel like there’s a right or wrong.”

Telltale is putting the finishing touches on the next episode of The Walking Dead, and hopes to have it available on every platform before the end of the month. The iOS version is still in development, too, and should be available soon.

Patrick Klepek on Google+

85 Comments

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sethshandor

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Edited By sethshandor

I guess PSN was a much better system for them than LIVE? Of course, I couldn't get my Back To The Future eps on time because of the PSN hack! Can't wait for more Walking Dead, but I was disappointed we didn't hear of anything else in the pipeline from Telltale at E3.

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deactivated-5e49e9175da37

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I know exactly what two characters he's talking about, and maybe if you wanted people to choose the other character, they should've made that character interesting in any remote way. One has an interesting backstory, important knowledge about you, and appeared important to the overall plot. The other one looked like zombie food as soon as they were on screen.

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Marsher

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Edited By Marsher

Cannot wait for episode 2 thought it was supposed to be out last month though...episode 1 was sweet

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NeoAthanasius

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Edited By NeoAthanasius

I was surprised that only 25% of the players chose to save a certain unnamed character. It seemed the obvious choice to me. But that is the fun of these type of games, everyone views situations differently.

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ddensel

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Edited By ddensel

@Subjugation said:

The title made me think Telltale was going under. Dick move. I don't need a scare like that.

Yeah, me too.

Oh, and Telltale, More Sam & Max and Monkey Island plz.

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beard_of_zeus

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Edited By beard_of_zeus
Super excited to play episode 2! I'm glad Telltale found such success with this. I really like the idea of them looking at people's decisions, and having that help guide future episodes, and even adding callbacks where they think a lot of people will see them. I guess that's a big advantage of Telltale's episodic structure and the way they produce content; they can get feedback as they go along.
 
As others have said, the rewind function is still a mystery to me. Didn't realize that was a thing.
 
@Brodehouse said:

I know exactly what two characters he's talking about, and maybe if you wanted people to choose the other character, they should've made that character interesting in any remote way. One has an interesting backstory, important knowledge about you, and appeared important to the overall plot. The other one looked like zombie food as soon as they were on screen.

Yeah, I'm not surprised that split ended up that way, for the reasons you said. However, I actually let the more popular character die because of your second point about them knowing important info about you. Take that secret to the grave!
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ajamafalous

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Edited By ajamafalous

Fuck your title Klepek. I now refuse to read the article.

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benefitevil

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Edited By benefitevil

I'm glad to see this trend of giving us (the players) consequences for our actions. I'm a huge Monkey Island fan but it was always weird to me that you couldn't die. Being a fan of sierra games where you could it was sometimes a difficult transition. Over all having our choices matter makes for better players and imho people. Maybe its the old school gamer in me, but not having a fear of dying, in games, makes them boring.

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Cloudenvy

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Edited By Cloudenvy

This is like..A Kotaku level headline and that's not a compliment!

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papercut

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Edited By papercut

That headline was terrifying for a second.

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Undeadpool

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Edited By Undeadpool

It wasn't just death in the old Sierra games, it was the fact that you could COMPLETELY screw yourself over and not even realize it until hours and hours later (and you'd be given NO indication of what you were missing or how you'd screwed up, so you basically had to start over).

So I think Telltale has struck a great balance between the Sierra and Lucasarts system and I am SO utterly stoked for Ep 2 of Walking Dead.

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mewarmo990

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Edited By mewarmo990

Save the sensationalist headlines for Kotaku!

Really interesting to read about how Telltale approaches player agency. More and more games have some degree of choice/consequence now but a lot of the situations feel very one-sided, like why wouldn't you pick that and the only people that go with the uncommon choice seem to be mostly out of curiosity or replaying the game to see everything.

To have choices where you don't know what will happen, where your judgment says multiple paths are viable in that given situation... that makes those moments really valuable and I'm glad The Walking Dead game pulled it off so well.

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azteris

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Edited By azteris

I don't normally comment on stories, but I wanted to chime and voice my disapproval for the over-the-top, misleading title. Clicking on an article because you expect the story to be about one thing and then finding something completely different didn't shout "clever" to me, only "I should read less news on Giant Bomb".

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Yalbit

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Edited By Yalbit

"Walking Dead includes a "rewind" function on player decisions but Telltale said no one uses it."

Unless my brain is being stupid I don't even remember there being a rewind option. I liked the idea of being forced to pick something and then living with it. Being able to rewind seems like it removes a lot of that turmoil.

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gunstarhero

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Edited By gunstarhero

i enjoyed jurassic park ,i played it as a choose your own adventure and when you die you just go back to where your bookmark was.the story was ok ,the only thing is i found it too short would have liked it to be a bit longer maybe an hour or two.

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evanbower

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Edited By evanbower

@triviaman09 said:

Do they teach you how to come up with pithy headlines in Journalism class?

@artgarcrunkle said:

@triviaman09: You are asking Patrick "Proofreading" Klepek about journalism.

You guys are both really, really bad at leaving snarky comments.

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Jimbo

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Edited By Jimbo

The development process described here sounds completely soulless. And did the first episode really go on to sell one million copies? I remember they said they had sold one million episodes.

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Mr_Skeleton

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Edited By Mr_Skeleton

Patrick don't ever make titles like this ever again!!

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Dredlockz

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Edited By Dredlockz

I am confuse by the news title.

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LegendaryChopChop

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I thought Telltale was going under by the name of the news report. Good to see that's not the case.

Also, I didn't know about the rewind function either.

Additionally, I think Telltale is putting too much confidence in their concept of "hard decisions", because most of the time they felt too video gamey for me to really get attached to. I could just tell some of the stuff they were trying, no real moral implications. I'll obviously check out each episode, but this game is not some sort of changing affair, adventure games are still dead because of Telltale over-exploiting it.

I definitely enjoyed TWD more than any previous Telltale title (aside from Sam & Max season 1 probably), but that's more or less because I love the series. I want to see this series until the end, but I definitely don't think this is some sort of huge gaming pinnacle.

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Grillbar

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Edited By Grillbar

@altairre said:

What a clever headline. For a moment there I thought Telltale is in bad shape.

yep i almost clicked it just to see what he was talking about untill i saw that it was under the walking dead topic. then i had to click and read it

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SupberUber

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Edited By SupberUber

The title doesn't make sense, to me. Works for drawing readers, that's for sure, but not much else.

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Tennmuerti

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Edited By Tennmuerti

Walking Dead includes a "rewind" function on player decisions but Telltale said no one uses it.

What? There was a rewind function? I never even knew such a thing existed in the Walking Dead.

I might be just guessing but could this have more to do with the fact that such an option was never well surfaced to the players. Hence no one uses it.

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Rexicon

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Edited By Rexicon

What the fuck -- what rewind?

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dropabombonit

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Edited By dropabombonit

Great interview. The fact that Episode 2 is still not out justified my decision to wait until all episodes are released before buying this

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wrighteous86

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Edited By wrighteous86

The amount of people upset or confused by Patrick's playful, clever headline is astounding to me. He wasn't trying to shock and pull in readers, he was just being creative with his headline. I don't think he expected people to think that Telltale was going under. Look at the picture and sub-header. I knew before going in what the article was going to be about. Y'all just dumb.

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Dezztroy

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Edited By Dezztroy
@Tennmuerti said:

Walking Dead includes a "rewind" function on player decisions but Telltale said no one uses it.

What? There was a rewind function? I never even knew such a thing existed in the Walking Dead.

I might be just guessing but could this have more to do with the fact that such an option was never well surfaced to the players. Hence no one uses it.

Pretty much. Nowhere did I see anything about a rewind function.
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misterfaulkner

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Edited By misterfaulkner

@Chumm said:

Crowd-sourced copy editing is my favorite thing about Klepek's work, though it was an interesting read as well!

They don't pay him enough to be writer and copy editor

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patrickklepek

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Edited By patrickklepek

If I haven't done sensationalist headlines in the past, why start now? I didn't mean to mislead anyone. There's a subhead for a reason. I apologize if anyone felt mislead.

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StingingVelvet

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Edited By StingingVelvet

Where is him speaking about Jurassic Park's failure? Did I miss it?

Anyway I am not a Walking Dead fan and am disappointed by most Telltale games, so I will wait for a Steam sale.

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thehideousshrew

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Edited By thehideousshrew

@Irvandus said:

@Maystack said:

Oh man Patrick, you scared the shit out of me with that title. I didn't want another great developer to be in trouble.

Same here, I expected Telltale to be going under and that's why the episode was delayed.

Indeed. Brown trousers time it was.

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Xaviersx

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Edited By Xaviersx

I wasn't confused by the title, I knew they were working on the Walking Dead titles, . . . it just was too much on the nose.

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striderno9

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Edited By striderno9

I bought this game but still haven't played it. I should get to it this weekend. How long is it?

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fisk0

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Edited By fisk0  Moderator

I would've had the headline "NEWSFLASH: 20 YEARS LATER, LUCASARTS VETERANS SAY SIERRA WAS RIGHT ALL ALONG"