SnapSlav
NMA's local DotA fanatic
Yes, there's a magical line you can state that will always get him to join you because it pulls at his family-oriented heartstrings. It was a pretty bad idea to include that in the game. Needless to say, I opt out for manipulative "choices" such as that line, and I prefer to base character allegiance off of the major impacts that are supposed to influence them.I did a run where I mostly antagonized Kenny and the guy still came with me to the final confrontation, and then he proceeded to do nothing.
But back to the point of choices and felt consequences... Again, I'd strongly disagree. While I've said twice already that TWD does have deficiencies in the impact of its choice, it does NOT suffer from the same problem as FO3. In FO3, Bethesda advertised EVERY possible action as "a weighty choice", with the decision to eat an irradiated food source to recover health as their hot-button example. In paper, this sounds like a weighty choice, but put to practice, it means nothing because the game's consequences of radiation are minor and the abundance of medication renders them moot immediately. If FO3 suffered from the same dilemmas about its choices as TWD does, then the reason it wouldn't matter is because you'd get irradiated anyway, and there is nothing you can do to prevent yourself from getting irradiated. The opposite is the case, with players easily remaining at 0 Rad count at any time they choose to rest for 1 hour, and never above 20% of the fatal limit if they bind their Radaway to a hotkey.
The best characteristic of choices that don't end up mattering was nothing you said, but a phrase spoken by Yahtzee years ago when reviewing Heavy Rain, "[The] claim is that every decision has consequences, which is true, I guess. Walking across a room will have the consquence of you being on the opposite side of the room." It's not so much that the choices are irrelevant, but that you can't care about the consequence of those choices because you perceive them as so mundane. The problem you've having is not that they didn't make a game that reflects change based on player choice (because they did), but that you don't recognize the changes as having any import. Differences in character reactions don't matter to you, because a particular scene still plays out in a particular manner. That's fine and all, and it's a valid criticism, but it's not the same as saying, "It's a cinematic 'game' and your choices don't do anything." No, your choices do affect the game, they just don't affect it to the degree you were expecting. *Shrug*