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TomaTito said:
dystopia said:
TomaTito said:

One of my biggest problem with story is it's static/linear nature, after you've played it I have less incentive to play it again. Sure you can find a few examples where this isn't true, due to an excellent development, interactive story or nostalgia. Truth is there are times when I'm reading dialogs from the game or watching an introduction I feel like I'm wasting time, I see the story as an obstacle to the gameplay (which is what gaming is about).

And what's even worse isn't story but the damn tutorials stages or control dialogs... argh. Put that damn data in the manual, we aren't reading those anymore because you put it in the game.

A linear story isn't always a bad thing, if the story itself is well developed and written. Like with a movie, you're more inclined to rewatch a good movie than a bad one, and the same applies to the plots within games. Sadly, at this point in time it's still far more often than not that games simply are poorly written.

That's the thing, a movie is a media that is restricted in that sence. But this is not the case with games, you interact with it, and whenever that interaction is taken away from you can feel restricted. I sometimes think, "I want to be doing what the charecter is doing right now by myself".

Like I said before, obviously there are exceptions and there will always be different points of views. Video games can be blurred into movies, I don't mind, but I prefer to manipulate it if I have the possibility.

This exactly.

A game whose gameplay IMO was hindered by story was Twilight Princess. Those twilight areas in the beginning went completely opposite of the freedom in Zelda games, same as the sequence where you went to the castle in wolf form. That was actually worse cause it didn't have any fun gameplay.

Story should always serve gameplay, not the other way round. That Nintendo usually makes games this way is one of the reasons why I like them.