In reply to Max Battcher.

It probably will be no surprise that those types of conversations came up quite often at Telltale. Most obviously as the post-episode stats from The Walking Dead era games, but also just the whole idea of doing shorter, episodic games that people were more likely to actually finish.

While I was writing this post I realized that part of what makes Fallen Order's sequence on Kashyyk so great is that it is constantly moving forward. That's one of the ingenious things about The Walking Dead design as well; the timed dialogues and silence-as-an-option mean that you can't be stuck in dialogues that aren't going anywhere. (More important for dialogue-heavy games, obviously. You can still wander around aimlessly when you're exploring or trying to solve a puzzle).