
I am Clementine
With the new season of Telltale’s The Walking Dead now underway, I was able to pick the brains of Game Designer Sean Ainsworth and Writer Pierre Shorette about the changes this season brings to the series and some specific elements we saw in Episode One: “All That Remains.”
EGM: Clementine isn’t your typical video game protagonist and she’s a drastic shift from when you play as Lee. How do you strike a balance between making her a character all kinds of players would want to play, yet still maintain the vulnerability she naturally has being a little girl?
Sean Ainsworth: It was really difficult for us to figure out what that balance is. You don’t want people running over her with a bunch of adults telling her what to do, but you also can’t have her speak up and take charge of things because she’s 11 and that just wouldn’t happen. It’d be ridiculous. So, coming up with ways for her to have agency in the world and to feel like you have things to do with her is quite a challenge. But it feels like it’s worth that effort. It’s so different from being a big, burly, black guy now. You just can’t intimidate somebody and I think it factors more now into the group dynamics. We had to figure out ways around that and that was really cool.
Pierre Shorette: I think in Season One that you’re so enamored with protecting Clementine that it’s an interesting approach now where you have to go through a season where you’re protecting her literally, but then you’re also trying to role-play. I think it’s almost like striking a balance that’s realistic, but also allowing players to express themselves and get out of each situation what they really want. The last thing we’d want is for this to feel like some 90s kid-friendly movie and they’re running around, taking charge, driving cars around, and handling every situation. But it’s the first stumbling block we have to overcome in every scene, trying to figure out how to make her important in it.

EGM: You mentioned that Clem can’t really intimidate people, but through her dialogue choices, she can have a bit of an attitude to her depending on how you wish to play her. She can be antagonistic. She can rile the group up. She can make enemies. Is this just the natural evolution of Clem after everything she’s been through?
SA: Yeah, I think so. Living in this zombie-infested world, she’s had to grow up a little quickly to survive. That’s definitely part of it. Part of making her a little older now is that she’s had some experiences since last season. She’s still speaking straight from her heart, though.
PS: Of course, you don’t have to say anything at all. You can often choose to remain silent.
SA: Right, but she at least knows enough now to know what to say because she’s talking from experience. And depending on how you’re playing, you can extrapolate that there may be repercussions for what you say.
PS: I think it’s interesting because depending on the scenario, I’m sure some people would be like “Clementine would never say that”, but sometimes when you’re in the moment and you’re role-playing as the character, some of those one liners are just too shiny a nugget to pass up and not see what happens next. They want to see what happens and the drama of the moment is what’s so compelling. People just want to know how it would play out. If you’re that into the role, then it can take you in a different direction and then it’s the decision you live with and it becomes the reality you’ve chosen.
SA: Yeah, it’s weird because you’re now playing as someone who was an NPC in Season One. So it’s interesting what direction you can take this NPC now as the player-character. We were a little worried actually when we started talking about making Clementine the main character, if there would be a disconnect, but when you’re playing it you just get into it and really, that’s our goal. That you get into it enough that you forget all of that.
PS: Can we ask you, now that you’ve beaten it, how did you play it? Did you go in with the goal of just protecting Clementine? Were your decisions affected by that? Or did you role play?
EGM: I went into wanting to make the best decisions possible to continue protecting Clem all I could. That was my main goal. But after the first couple of sequences and seeing what choices I had to make, I really started to play as if I was Clem and not some ethereal protector. The best way for me to protect Clem was to be Clem.
PS: Right. You began to identify yourself as her. That’s cool. I’m glad that happened with you because like Sean said, there was a fear people would be removed from the story and make everything black and white in their minds and just play god and control Clem’s existence but be detached from it. But I’m glad that you got into it.

EGM: In the group of people Clem meets, there’s a father/daughter dynamic there that reminded me a lot of Clem/Lee from Season One. The girl is a bit naïve and the father is protective of her, and its interesting that Clem is now on the outside looking in on a relationship like that. Was that parallel an intentional addition on your part?
PS: I think it just sort of emerged naturally. The opportunity to see almost a more naïve version of the girl Clem used to be is unique because now she can have an opinion on how the father is raising his daughter. I mean that’s crazy that an 11-year-old would have a valid opinion on his parenting skills and how he may be doing some things wrong or what he should be doing more of and that’s actually an example of giving her a level of agency that, from the outside looking in, might not click with the group. But we know from being in the background that Clementine has valid opinions to share on how to grow up in this world and stay safe and survive. And that’s the kind of stuff we’re seeking out all the time to make sure this is a compelling experience.

EGM: Talking a little bit more about this first episode of Season Two, it ended on even more of a cliffhanger than usual. Why did you guys decide to end the episode where you did?
SA: We obviously can’t go into a lot of detail without giving too much away, but I think we ended it here because all the ramifications that stem from your last decision in the episode will trickle out and affect the rest of the season. So, to dig into even the beginnings of that, and dig into those ramifications would require a lot more time than we had at that point in the episode.

EGM: At the beginning of Season One you guys had Glenn as part of the group, and made your way to Hershel Greene’s farm. Have you guys ever entertained the notion of intersecting again with the comics?
SA: We have an ongoing discussion about it. We’ve never ruled it out. It just has to make sense. It can’t be something that we’re shoehorning in.
PS: What’s nice is this addition, with the game existing on its own and what we did with it, shows that The Walking Dead is just a really big universe. That this is unique for the IP and not just a story that’s somewhere in a pocket in Georgia. It’s something that’s shaking up the entire world and I like that it makes the universe feel large.
SA: Also, it’s really hard to tie in dead people. [Laughs]
PS: Yeah, we were just talking about this the other day where if you go to The Walking Dead’s wikia page and under the comic book section for the characters, everyone just has a big red “X” on their faces. It’s just what they do. It’s what happens. If you stay with the main gang long enough, you’re going to get killed. So, that’s part of it, too, for sure.

EGM: Alright, last question. Telltale has worked on a lot of licensed properties over the years (Back to the Future, Jurassic Park, etc., etc.) and you just announced two more with Borderlands and Game of Thrones. If you could add another new license to the list, what would it be and why?
SA: There are so many I would love to do, but it would have to make sense for us to spend the time on it. And it’s hard to even say because we never know what we may be working on in the future. It’s just so hard to say.
PS: And even that, everyone is so excited for what we have coming up, like with Game of Thrones. It just fits what we do so well. I will say, though, that before I even worked here I was a fan. I played the first three episodes [of The Walking Dead] before coming on, but I always thought that in terms of what Telltale does, even before I was an employee, that Brian Azzarello’s 100 Bullets would be a cool adaptation because of its nature. I mean, it would be a game where the bullets matter a lot. It’s not just a number up in the corner of the UI. When a gun gets shot, it means something, when a person gets shot, it really means something. So how precious that is, or how devastating that is was something I always thought was interesting.


















Commentary: 10 Ways to Fix VGX
VGX was supposed to be a new beginning for Viacom’s oft-mocked videogame awards, the former VGAs. It was supposed to just be about the games and gamers, moving away from the glitz and celebrity it had always tried to pair with the industry in the past. It was supposed to be different, and it was supposed to be better. Well, it was at least different, I guess.
If you missed the constant stream of social-media vitriol toward this past weekend’s VGX, then you’re probably not concerned with videogames in the slightest. Even those with a passing interest would’ve been hard pressed to avoid seeing their Twitter feed or Facebook flooded with anger over yet another year of talking down to gamers and failing to provide us with a legitimate venue to celebrate an ever-growing pastime.
And while some of those new ideas might be the beginnings of a show turning in the right direction, just about everything else reminded me of the end chase scene in the 1980 musical comedy classic, The Blues Brothers, where more and more cop cars kept crashing into each other for no good reason. Every VGX segment was simply another one of those ill-fated cop cars.
Now, since it’s my opinion that the people who put this show on every year don’t get what we want to see, I’ve taken it upon myself to come up with 10 ways that they could improve and maybe, finally, give gamers the awards show they deserve.
1) New Hosts
Since at least 75 percent of the VGX hate on the Internet has been slung in the general direction of Joel McHale, this is the easiest—and first—fix. For three hours, it seemed like McHale’s sole purpose was to try to derail the show as much as possible while also talking down to his audience like we were a bunch of sideshow freaks who didn’t deserve him as a host. You’re right, Joel: We don’t deserve you as a host, but it’s not because we’re beneath you.
And I understand that Joel was brought in at the last minute, probably to infuse the show with a little of the celebrity of VGAs gone by in case some viewers still liked that idea. The problem is that plenty of other celebrities actually care about their audience—or are talented enough at least to hide their contempt. This is the second time I’ve seen McHale host a videogame function, and both times, he came off as a prissy little assclown who was just there to collect a paycheck.
And whether you like him or not, Geoff Keighley isn’t a bad host, but he was put into a situation where he was doomed to fail from the start. Every time McHale went off-prompter, Keighley was like a deer in headlights—McHale’s ad libbing was too much for him to keep up with. Keighley’s effort should be commended, since it’s never easy when your co-host throws you and your show under the bus every chance he gets, but it was frustrating to watch and created an awkward dynamic.
The easiest solution to this is simple. Either cut VGX down to a single host like most every other awards show, or bring in co-hosts that could actually work off each other. Plus, the hosts don’t need to be traditional “Hollywood celebrities.” There’s a wealth of videogame journalists and developers out there that have enough on-camera experience to hold their own and still provide entertaining commentary. Or, if you want to really show off some talent, how about the best of both worlds and having voice actors host? Who wouldn’t want to see Troy Baker, Jennifer Hale, and Nolan North talk about games and give out awards?
2) A Live Studio Audience
Another ridiculously awkward element of VGX was the lack of an audience beyond the production crew. The only time I actually laughed at something Joel McHale said was when he painfully mentioned, “And I’m the only one clapping…” after an award was announced.
Again, this seemed to be part of the movement away from the 300-plus-person live audience of years past, but not having anyone at all to react to what was going on left a lot of uncomfortable silence. All you need is 20 to 30 people applauding to really help transition everything smoothly, and the crew should have more important things to worry about than waiting for Joel’s cue to clap to fill what became an increasingly evident problem.
3) Rehearsal!
Back when I first started my media career, I freelanced for quite a few live and live-to-tape productions, so I know how difficult it is to pull off something like that—and most of those were only 30 or 60 minutes. So, I tip my hat to the cast and crew anytime something along the lines of three hours actually gets done. That being said, there were clear moments that made the lack of preparation evident—like when Camilla Luddington, the voice of Lara Croft, had no idea that Keighley and McHale were going to ask her to throw to a clip introducing Lara as one of the nominees for Character of the Year.
Of course, any live production is going to include elements that are simply out of a crew’s control, and no amount of pre-production can predict some untimely mishaps. That wasn’t the case here, though. Making sure all the talent is on the same page would surely be one thing the producers, a floor manager, or ANYONE on the crew (as, again, McHale pointed out live after Luddington’s face became a total blank by saying “I guess we should’ve told you we were going to do this”) could’ve done to make the overall production look a bit more professional. And, obviously, I’m not saying a somewhat off-the-cuff interview should’ve been rehearsed, but someone should’ve made Luddington aware of what was planned during her segment. A lack of organization will always find a way to make itself known, and this was only one of several instances where folks in front of the camera were in the dark about what was going on around them.
This is another easy fix. If you plan on doing something special or different with someone on-air, make sure they’re fully aware before the cameras start rolling.
4) Smarter Social-Media Interaction
Incorporating Twitter and Facebook into any live show seems to be a necessity nowadays, and VGX wanted to make sure it didn’t miss jumping on the bandwagon. The problem is—especially considering how obviously disorganized the show already was behind the scenes—utilizing something as unpredictable as social media effectively is a monumental task.
Many times, the questions tweeted in and read by Keighley and McHale were already asked by one of the hosts before the social-media segment started. Was no one screening these tweets? Of course, maybe there was so much hate directed toward VGX that the screeners just couldn’t pay attention to the live show while filtering out all the rage.
And having the order of your awards dictated by social media was repetitive, considering you already have the viewers voting on two awards as is. Nothing like coming up with scripts live while switching other segments on the fly. VGX should have simply included a scrolling ticker on the bottom of the screen, since Keighley and McHale didn’t need anymore help making this show a trainwreck.
5) No More Concerts
Game music should be celebrated any chance we get. When you look at shows like Video Games Live and other events dedicated solely to some of our favorites themes, there’s more than enough proof of why game music is an art form in and of itself. I don’t think anyone was clamoring for live performances of several songs from the hundred-song GTAV playlist, though.
I understand that part of it was because GTAV had won the Best Soundtrack Award (and deservedly so, partially due to the sheer size of the game’s playlist alone). But if you really want to celebrate the music, you should pick songs that are less likely to offend than “Hood Gone Love It.” Also, give every game’s music a little recognition. Do it like the Oscars and have bands or orchestras perform each game’s main theme over the course of the show. The concert was overkill and felt like nothing more than a desperate attempt to fill the last a half hour of airtime.
6) Don’t Give Out the Biggest Award in the Middle of the Show
This is just Awards Show 101. You’ve only got so many things people are looking forward to—especially with so many “reveals” being leaked early from various sources. By giving this award out at the halfway mark, you’re just asking for people (particularly a more casual audience) to close the video player. Whoever thought this was a good idea should be fired. Plain and simple: The biggest award is given out last.
7) Nix the Pre-Show
I didn’t even realize there was a VGX pre-show until I tuned in for the 3 p.m. Pacific start time. It was never promoted (and, if it was, no one I know saw it), so when I first came to the VGX website, there were already five or six videos that I wanted to see instead of the actual show itself. There was a world premiere and six awards given out before the show officially started. If you’re going to do a pre-show, you need to do a better job of promoting yourself—and, actually, this leads into my next point.
8) Give Out ALL the Awards During the Show
One of the longest-running complaints about the VGAs reared its head again this year: VGX still refused to give out all its awards during the show. Considering how much difficulty they had filling three hours of content—what with the clueless hosts, botched segments, and boring “comedy” sketches—there was no reason for all 21 awards to not be given out over the course of the show. Fighting Game of the Year, RPG of the Year, and more were relegated to second-rate award status, preventing these games from getting the proper recognition from the largest audience possible. Nothing like disrespecting several gaming genres when putting on a show about gamers. This is another simple fix: Just give out the monkey trophy for every category you have.
9) Don’t Make Winning a Chore
It was an interesting idea to give the winners of this year’s awards the time to do whatever they wanted with their acceptance video. Mind you, it comes off like the devs are tired of making the trek to L.A., but without the pomp and circumstance of years past, I can’t blame them, either.
One thing could bring them back, though. Instead of boring acceptance speeches or “funny” videos, what if the developers sat down with the hosts afterward for a couple of minutes and talked about their game and how things may have changed for them since launch? Maybe a mini-postmortem. Work with the developers instead of making them do something. (They just won an award, and they’ve worked enough on their own already.) VGX would get content, viewers would get insight, and the creators could get the chance to talk meaningfully about something they put a lot of clear effort into.
Definitely don’t make them do something, though. No one needs another redubbed Assassin’s Creed IV: Black Flag cinema scene.
10) Better Exclusives
With most of the VGX “reveals” already leaked the week prior—and the only three legitimate surprises including two from the same company—there’s some murmuring among the gaming community that developers have finally decided to start pulling out of VGX, since its demotion from primetime TV to web streaming puts the relevance at an all-time low.
Disappointing trailer after disappointing trailer was easily the worst part of the show. We could’ve tolerated McHale’s animosity, the awful concert, and the social-media stupidity if VGX gave us something truly awesome to look forward to. And while Telltale’s new games and No Man’s Sky raised our eyebrows for brief moments, they were nowhere near enough to save this show from itself. No elaboration on Uncharted 4, no big announcement from Nintendo, and nothing to get truly excited about to carry us into 2014. Those are VGX’s greatest mistakes of all, because this year, more than any other, the show came across as a waste of time.