A bunch of random Dispatch thoughts with the season(?) finale coming out next week, mostly on the choices presented in the game
As someone who still longs for a return to the halcyon days of Strong Bad's Cool Game for Attractive People I was really excited to see that Telltale is essentially still going under a new name. I've fucking loved Dispatch so far. It feels like a completely natural evolution of where the Telltale games were at before they shut down that adresses a lot of the issues those games had... And adding or keeping some of their own.
I think whether or not you wish they were still making Adventure Games comes down to preference, but personally I think there are plenty of really cool, traditional style adventure games still around. I find the more important thing to be that Dispatch is good, even if it is a lot more like playing a TV show, with the last trappings of adventure games really dropped at this point.
The last of the Telltale games had an issue with their choices "not mattering", which becomes pretty major when the whole point of the game is ostensibly affecting the narrative with your choices. The topic of what choices "mattering" in a game even fucking means is a much bigger one than I'm interested in getting into here. Does just changing the cosmetics of how a thing happens count as affecting the story if the same things ultimately happen? I remember actually appreciating that I could just pick whatever I wanted without anxiety in those games, not worried I would end up on "bad route" I didn't want or anything like that. If bad shit happened, it's because it was going to happen regardless. But it was unwieldy in those games, it reached the point where it affected investment. It wasn't room to enjoy the story with small details changed, everything just felt meaningless, I stopped investing at all.
I haven't found Dispatch to have that same issue, despite it walking a similarly fine line as to how exactly to make decisions matter. My issue is more that I don't love which decisions matter, or how they're made to matter.
The Dispatch shifts themselves, which are a major bulk of the game, feel impactful & important, even though as far as I can tell they're actually not. You can play Robert as a completely disinterested piece of shit dispatcher who sucks and the story will still advance and play out the same, I don't think you can even get a game over for fucking up a shift badly enough. But like... Doing that would feel terrible. The characters are great and I want to help them succeed. I think that's fine! Personally I think that's motivation enough. Making the characters good and wanting to see them do well is mechanical motivation, getting a +2 sword at the end shouldn't be the only reason to do things in a game, that's stupid as hell.
The major story decisions so far mostly relate to which characters' stories you see, and I'm not totally sure how I feel about it! On the one hand, that IS stakes, for sure. Choosing to romance Invisigal or Blazer genuinely picks who you'll see more of. Choosing to add Phenomaman or Waterboy decides who you see at all, as well as whether to cut Sonar or Coupe. That said, I don't think I like implementing it like that! I don't really like that those are the stakes, or doing it like that.
Like - I find all the characters genuinely interesting, so I want to see their scenes & their stories! And it doesn't make sense to me the way they're exclusive to each other. Like, the story provides no explanation for why if you pick to add Waterboy to the team, you can't pick Phenomaman as well. Especially when you have heroes skipping shifts and stuff! The shifts are really well balanced in that losing one hero does make the difference between feeling like a competent god vs feeling like you're just barely scraping through and can't keep up with everything happening, but there's no justification provided for why you couldn't just go "hey, we need another person, actually." Like at least a line about SDN not budgetting for another hero or something wouldn't really be satisfying but it would be something!
Why, when I cut Sonar, did Sonar & virtually any reference to him just completely disappear? Why, when I went to the movies with Invisigal instead of the date with Blazer, did Blazer virtually disappear from scenes, the chemistry just completely gone? Like I get it's unlikely to expect games to provide the polyamory routes that they fucking should, that it's a quick game for people who are unenlightened to label a game as for perverts as if that's a negative, especially given the rampant chemistry between Blazer & Invisigal as well, but WHATEVER. It still doesn't make sense just how stark the dropoff in interaction is. You should be able to date Invisigal AND Blazer. You should be able to add both Waterboy & Phenomaman to your team. You should be able to justify not cutting either Sonar or Coupe.
On the one hand, yeah, it's good that they found a way to bring mechanical stakes back in - deciding which story you get to see does feel like it matters. I just don't like that that's how they did it, and I feel like it's narratively justified even less. The game asks you to pick between red and blue, but it feels impactful enough that I'm just frustrated I don't have a way to argue for purple! I get that these are issues of scope as well. It's easier to do one scene with a variable than two entire scenes. They only have so many episodes to fit a story in. All things considered, "I want to see everything in the game and wish there was significantly more of it" is a pretty good problem to have. But it is still a problem to have. I've loved Dispatch so far and I can't wait for the finale next week. I'm sure I'll replay it at least a few times. But I do wish there was more, and it was more fleshed out, and if it won't give me a way to navigate having it all, at least justify better why I can't outside of what feels like taking for granted that "routes in games means not seeing things."
I know this isn't wrestling but I'm still crossposting it here for archival as it's basically a blog post















