Twilight_guy said:
Owyn_Merrilin said:
Twilight_guy said:
Owyn_Merrilin said:
Twilight_guy said:
You say that they can't afford to have some guy come along write a story and crowbar it in somehow? nonsense!
You say that a crowbarred-in, superfluous story is better than none at all? I call
that nonsense. The presence or absence of a given element isn't an indicator of quality; the quality of all of the elements present combined determines the quality.
Yes but even then we expect a diversity of elements. If a major triple A game is released and its a one-button game its going to be treated as garbage because of how simple it is. People expect a minimum standard of elements which includes some story. Games used to be able to get away with no story but now-a-days that's just extreme laziness. It's no longer a challenge to incorporate a story into the game or have the space for it. It's challenge to come up with good ideas but gamers don't expect novels (yet) they expect a coherent narrative even one as simple as "Ghaaa, zombies, survive and shot them" (which is what L4D boils down to). Advocating games without stories is like saying that you suck so don't even bother its a step backwards. Why should we regress to when games left this element out. Shouldn't we expect more and better things? Shouldn't we move upwards and raise the standards not let some elements be optional because they're not doing as well? Yeah it's like some games need a story and some might not have much material for one but shouldn't we at least try? This is about forward momentum and avoiding stagnation by progressing. Yeah some stories are bad and feel unnatural but isn't that the start don't we build from there?
It all boils down he fact that games aren't as simple as they once were and skipping the story just doesn't happen anymore. Trying to regress from this point is either nostalgia talking or a glorification of the older ways. Both of which lead to stagnation and static lack of innovation. That's why games need stories and more then that need to advance and push the bounds in every element.
Actually, what I'm saying here is that in a certain subgenre of action game, any story outside of the manual and maybe something optional between levels is going to get in the way of that action, and negatively impact the game. Would
Robot Unicorn Attack be any good if the game stopped every so often for a story sequence? Would
Serious Sam be improved if the crazy action ground to a halt so some character we don't care about could pontificate on the meaning of life? Would
Metal Slug or
Alien Hominid be improved by having the bosses give out a long speech before you got to fight them? Of course not. So why do we have to pretend that a story is some necessary aspect of a game?
There's more then one way to tell a story. (Valve is an expert at this actually) I'm not saying that there needs to be an interrupt for a cut-scene or dialogue in fact this style of story telling is actually being phased out over time. What I'm saying is that the method of telling the story (like the environmental story telling method which is what the games you mentioned use) needs to improve and innovate over time and help the games to reach a more complex whole. I'm not happy with just saying that games can sit on their thumbs and not do anything. The games you mentioned do have stories (except robot unicorn attack which is a one button arcade game) and can improve on that aspect. There aren't any nonsensical random games that have nothing binding them together so every games has some story and we need to press forward in whatever method tells story. I'm not saying throwing in cut-scenes I'm saying put in the thought that provides the backbone that drives the story and come up with better way of conveying your story that are appropriate for the genera. The only games that can attest to fall under the radar are retro games and simple flash games (I mean like one button games like RUA) and that's only because these games are are locked into a method of story telling that relates to the era or are designed to be stripped down to the bear bones. Even then we can advance the method of story telling its just these types of games have other goals and areas to innovate in besides story at the moment.
Well that kind of story telling is fine, but it's the "all in the manual" story that I was talking about. I've only played the demo of
Serious Sam, so maybe it does have an L4D style environmental story. I doubt it, though, since the original game came out in 2001, and was a throwback back then. Regardless,
Alien Hominid and
Metal Slug are true cases of "all in the manual." There may be some sort of theme between the levels, but you're reading too much into it if you want to call it a coherent story.
[sub]And RUA has two buttons, not one

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