A new generation of adventure gamers are being brought up with one ubiquitous phrase: “So-and-so will remember that.” Thanks, Obama– er, Telltale! Of course, the concept of adventure games shaping their narrative depending on the player’s choice is nothing new. It’s been around for quite some time, all the way back to the grand old

Continue reading S3E4 – Choices Matter

A new generation of adventure gamers are being brought up with one ubiquitous phrase: “So-and-so will remember that.” Thanks, Obama– er, Telltale!



Of course, the concept of adventure games shaping their narrative depending on the player’s choice is nothing new. It’s been around for quite some time, all the way back to the grand old days of the text adventure, or Interactive Fiction. It’s just never been telegraphed quite so obviously before.


So we thought we’d take a stab at discussing the implications and ramifications of this game mechanic. What’s it good for? How is it implemented well? And what are some examples, good or bad, of this mechanic in use — beyond all the Telltale games, that is?



Behold and digest with your awesome brain power this thrilling debate as it will unfold before your very ears. (Audio verson, as always, is at the bottom of this post.)



Of course, 50+ minutes of chatting merrily just wasn’t enough for us, so after we said our goodbyes we retreated to our virtual greenroom to continue the discussion. For those of you interested in that slightly more freeform addition, you can peruse it here:




(Download “After Dark” mp3)


And if you’re at all curious about that “Pox in the City” thing that Gareth is on about, you can check that out here.


If you have anything you want to add to these proceedings, please feel free to hit up Fred with an email or voicemail at [email protected], and we’ll be sure to play/read and discuss it in the next episode.


See you next week!