After I wrote yesterday about some of the ludonarrative problems inherent in a game like The Walking Dead, I kept thinking about why the finale of Season Two didn’t work nearly as well for me as the first game. The conclusion at which I arrived wasn’t simply that Season Two’s penultimate choice couldn’t carry the narrative weight it was supposed to, but that the first game actually gives you no choice at all.
Note: This is all my interpretation of a game and a story that allows for a multiplicity of interpretations; that’s one of its strengths. So when I say “the game is doing X” or “the game meant Y” that’s not meant to be a conclusive statement of fact. These are things I think, results of my experience as a player and as someone who constructs narratives professionally. Take them for what they are.
HUGE SPOILERS, NATURALLY
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Tagged ableism, game criticism, game design, ludonarrative, narrative, spoilers, storytelling, the walking dead, the walking dead: season two, video games, writing