This is basically MGS4 vs. MGS5 for me. They both have equally terrible stories, but one of them has the decency to not have it impede on your enjoyment of the title as you're playing it.
Yep.
This is basically MGS4 vs. MGS5 for me. They both have equally terrible stories, but one of them has the decency to not have it impede on your enjoyment of the title as you're playing it.
A. Not even same type of game.
B. You are one of the very few people to have this opinion.
Last of Us has great gameplay for it's trying to be, which is closer to survival horror unlike Gears.
Core story isn't the only thing to consider here, I'm glad someone mentioned Dying Light, because you're right to say the story is pretty flat, but I wouldn't completely call the narrative elements a complete waste. The world building in that game is fantastic, the setting is phenomenal, and the music and visuals really blend together to create a really striking tone. While you could argue this sounds like more of a presentation defense, it certainly effects the more abstract narrative, and I feel like that's something we should be considering more and more when we talk about "story" in a game.
It goes both ways. I would give Gone Home a 10 and there is virtually no gameplay in that game.
I'd say they're apples and oranges. Linear story telling isn't inherently inferior. Plots with diverging paths and choices usually offer a baseline, blank character that does nothing on its own , stands for nothing and makes zero statement cause it's trying to get the player to inject itself into the role of the blank avatar. You can also easily end up with twists that can feel forced cause they have to tie together and accommodate the player's choices rather than present a tightly constructed plot.
No. I'm not sure where you got that impression.Point of this thread, you are saying Last of us has perfect gameplay and Gears of war does not?
You don't need fixed "twists", though. Any twists can come as a consequence, directly or indirectly, of a player's actions. You could have some proper butterfly-effect stuff going one, where one action early in the game triggers a series of events in the background that can completely change something later on.
Nothing needs to be set in stone, the story emerges around the player. Fuck, the player can decide to chop wood for 60 hours if they want, but in doing so, things would happen around them that they could have prevented, or things could fail to happen that they could have helped cause in a different time. Whatever happens, happens entirely organically.
And what his means is that no two playthroughs are the same, and the game is infinitely replayable.
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Because its an experience. Whether its a fun experience, enlightening experience, an experience that gets you thinking, its still an experience.
Point of this thread, you are saying Last of us has perfect gameplay and Gears of war does not?
Beyond two Souls has awful gameplay to begin with. VNs straddle the lines between games and Choose your own adventure books, so it's difficult to classify that. RPGs can also induce powerful feelings through gameplay even if the Story is Weak, as much as I dislike it, Skyrim is quite good at cultivating a feeling of Adventure through its gameplay.
Life is Strange isn't bad at all and manages to get away with rule changes because of its gameplay, which is also conducive to the story telling (rewinding your ways around people and getting to know them, which was the best part of that game in my opinion).
Gameaplay if it is strong enough to produce the intended feelings can make up for weak uses of words.
You My Friend, ought to play some dwarf Fortress.
"Fun" is having "enjoyable experiences". There isn't really a meaningful difference between enjoying yourself through narrowly taking down killer robots in Vanquish and taking in Silent Hill 2's brilliant art and audio.
It doesn't have terrible gameplay, and both the story and gameplay balance each other and reinforce each other.So why does Last of us have terrible gameplay and 10/10 reviews?
My feelings, although the Souls series has a sense of place that few other games have. It's different than something like MGS V which felt like a sandbox for me to play in that I eventually got bored of because there was nothing else there.I can suffer through a bad game with a good story, but it's very difficult for me to do the opposite. If there's no reason for me to care about what i'm doing then odds are i'm not going to want to do it. Obviously, there are exceptions like Dark Souls, but the odds of a game feeling fun, challenging, and rewarding these days are next to zero.
You don't need fixed "twists", though. Any twists can come as a consequence, directly or indirectly, of a player's actions. You could have some proper butterfly-effect stuff going one, where one action early in the game triggers a series of events in the background that can completely change something later on.
Nothing needs to be set in stone, the story emerges around the player. Fuck, the player can decide to chop wood for 60 hours if they want, but in doing so, things would happen around them that they could have prevented, or things could fail to happen that they could have helped cause in a different time. Whatever happens, happens entirely organically.
And what his means is that no two playthroughs are the same, and the game is infinitely replayable.
But no, apparently we'd rather have our flashy set-pieces and age-old cliches.
you get a strongly constructed plot that has direction and drives the experience.
Wtf. Not even close to what I said. Are you trolling or just dense?So gears of war fails at its gameplay aspect. I see it all now, thx.
There are enough other media if you want those.
I'd argue BTS is still an amazing game cause of its interesting story and characters. Gameplay was lackluster but that doesn't matter cause it wasn't the point. We have amazing games that aren't concerned with delivering polished gameplay and that's fine cause that's not what the experience is about.
VNs are still games. You can't rule out a whole genre as "quazi-games" just cause they're not focused on combos, twitch reactions, etc.
And RPGs that are focused on gameplay can get away with having lighter stories, etc , but narrative driven RPG or game with a bad story is a failure.
This is absolutely not true unless you're reducing "gameplay" down to just controls.I think what is a good/bad story is far more subjective than what is good/bad gameplay. Gameplay is something you can figure out relatively quickly -- usually within a minute or two of simply playing the game. Maybe it takes you a few hours to cycle through various modes and get used to the pacing/friction/physics of the game.
I don't quite understand the whole "bad story" thing. It's dumb. A story is just there, if you like it, you like it, if you don't, you don't.
It's really weird, I've never heard anyone say "Oh, that's a bad story!" about other works of art. Nobody seriously studying world literature divides works into "good" or "bad". Nobody who is into film history thinks about if a movie's story is "good" or "bad".
That's because this good/bad thing is a value judgement. It's for appraisers, marketers, etc. It's not an intellectual engagement. It's a binary decision that leaves no room for ambiguity, for interpretation, for personal experience.
There are enough other media if you want those.
This. If my game time is 99% great gameplay and 1% shit-tier storytelling then I can easily overlook that aspect of the game, and if I was a reviewer I'd just mention it as a trivial flaw.Depends if story is intrusive really. Like mega man 2 having a lame plot is no issue but if I have to watch it constantly it becomes an issue.
Are you arguing for aesthetic relativism? Because, dude, post-modernism is so passé.
More seriously, when people talk about bad stories, I understand them to mean "badly written/told" stories, which is very much possible. I'd argue trying to criticize a work through arguments is much more intellectually engaging than claiming that all stories are equal and should not be openly judged because people reading a critic might not think for themselves after that.
Any game that achieves what it sets out to do perfectly can deserves that score.
If it doesn't concern itself with story, then sure, it can. If it tries to tell a story and just does it badly, then no.
Mario games do not have a story and it's the same shit every time, either the princess has been kidnapped by bowser or the princess has been kidnapped by bowser and there is some other meaningless shit going on. Reusing this same basic setup may have been a pass for a story in the first 1 or 2 games but 20 games down the line? Yea Mario games do not have a story.