@sabretooth2066 said:
@heguain said:
Gameplay>story.
But wouldn't you get pissed if the story is so bad or bad written or ...lacking? I myself care about stories in games. It's one of the factors that can make the game great. How about a Half Life game without a story, that would be great and unnoticeable, right? or a Mass effect game / Witcher game / StarCraft game without story? won't ruin the experience right? won't feel like you're just playing a multiplayer game with people ''just for plain crazy fun'' ?
Luckily most of the times, when you find a great game, you find the story great as well. :)
well then i speak for myself only that i mostly do not care about the story so i aint pissed if the story is bad cause i dont even follow it that closely
talking about HALF-LIFE, whenever i think back to that game i don't even remember much of the story but i think back and clearly remember the great fun i had playing the game and certain gameplay elements and scenes i haven't experienced in a game until that moment, like the great AI which was smart enough to throw their grenades behind the cover where i was hiding....or the blood splatters on the walls behind shot enemies....THATS what i remember and THATS what was all the fun, not the friggin story
I can hear and completely feel this reasoning, because I once totally related to it when I was much younger. I'll just use an anecdotal reference here to get my point across....my own. This is not meant to be insulting, condescending, or a comparison to belittle others' preferences, just a personal observation and reflection of my own experience to try to help enlighten why perhaps so many today seem drawn to stories/narrative/cinematic driven games more (which seems to be the case).
When I was younger, I needed things hands on at all times to get great enjoyment out of it. Whether it was playing with and manipulating toys and getting that immediate feedback by twisting their knees or posing them in whatever position best suited my particular tastes at that time, or my above post's allusion to having solely physical intimacy rather than an emotional connection as well along with it, as I've aged, things have changed. My predilection for playing with toys has grown from one of instant gratification and "gameplay...gameplay.....gameplay!!" into one of appreciation that ultimately manifests into a deeper sense of enjoyment. I don't buy G.I Joe figures off the shelves to manipulate their limbs and switch guns anymore into the coolest positions, and not because I'm so old. If I still enjoyed what that offered, I would. Instead, I now purchase Sideshow Collectible Polystone figures, handcrafted, handpainted, immaculately detailed 2-1/2 ft. tall immobile sculptures of fictional characters from universes such as Star Wars and those I love, because (for some reason I can't articulate) my satisfaction of something has developed into a greater feeling of appreciation and meaning that lies within that piece of craftsmanship (story) than anything to do with tangibility something like G.I Jod would feed back to me (gameplay). I don't play with these, they are display pieces not to be handled, but they are very satisfying to inspect.
I understand gaming by its interactive nature is different here, but the analogy between gameplay and story stands. I'm attempting to show that this is why, IF a game has a great story or some way to convey my above notions explained above while playing, something alongside gameplay that encapsulates meaning and appreciation, why they should not be discounted and can in fact strengthen what so many seem to think will weaken or destroy. This is not to say I don't still desire tangibility, games being games, this obviously still takes the priority straight up. But it (imo) should no longer be insisted upon at all costs to exclude other elements of a game that can help bring in that feeling of appreciation or deeper meanings to a game's experience. I have to wonder, back when movies first hit....they were all silent. Was there an uproar with audiences with the advent of sound and music because it trespassed upon the image's prominence and ability to convey what the absence of sound didn't? Sure, stories can do that in games just as sound in movies if both are poorly executed, but they can also be a huge compliment and strengthen that gameplay by magnitudes competently done.
To speak for myself, I don't want games that will remain gameplay focused at all costs forever. My tastes have changed, and if that happens I will lose interest in gaming very quickly. I've grown, and as such I see in adamant insistence on nothing but gameplay (even great) as almost to be an impediment and disservice to what this medium could truly grow into. Personally, this is why I've lost a lot of interest in Nintendo over the years because of their viewing games as toys and nothing more, and I suspect why so many seem to be losing interest in their offerings also, though that's just speculation on my part.
I also think it's important to remember also that 95% of narratives in gaming presently are either terribly written or executed. Just like some of the first sound with movies was more than likely atrocious attempts in their implementation. But guess what? No one can tell me today that a movie would be better without great sound. Same idea with stories in games here. Give it time, we are in a midst of a period when tech has finally reached the point that's afforded developers to begin to truly explore interjecting gameplay with more meaning that just hand-eye coordination and clever level design shown on screen.
And if that's ultimately all you desire from today until your death in your games, Nintendo will always be there for you. That is, unless they come to realize that there's a huge audience out there who desires a bit more.
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