But that's the truth of the matter: I disagree with calling THAT a story. That's LARPing a story into existence, not having one. You want an FPS with a story? Try Strife (1996), also made on Doom engine.
I already mentioned Strife!
But no, it's not LARPing a story into existence, I'm referring exclusively to the events of the game, and everything I listed is told to you either via gameplay, through the in-game text, or in the manual. Which part is LARPed? I was very careful to only refer to things that Raven conveyed unambiguously to the player, including Corvus' emotions/thoughts regarding being teleported.
and I would like to hear from you what do you consider events
In the case of Heretic:
- The battle against the Iron Liches (the manual tells you what these are, so you have context for when you meet them - iirc they're the souls of dead mages who have placed themselves inside these big floating death-machines, and they act as the generals responsible for the invasion of Parthoris).
- The discovery of any Tome of Power; these are tomes which contain the spirits of seven Sidhe elders (iirc - again, it's been years since I read the manual. I can't remember if they're Sidhe elders or some supernatural non-elf guardians) who sacrificed themselves to protect the Sidhe. The tomes were looted by D'Sparil's troops after their genocide of the Sidhe; Corvus reclaims them to aid him.
- Defeating the Maulotaurs and having D'Sparil kidnap you and bring you to his lair (the battle and entry to the portal is done via gameplay, the kidnapping is described through the inter-episode text screen).
- The final battle against D'Sparil, and the subsequent curse which banishes you to some distant hellish wastelands.
Because we know the backstory, because we have context for enemies and items, because the setting is coherent, and because the levels are meant to represent themed locations, the rest of the story can be relayed to the player through gameplay. For example, the final battle - gameplay-wise the player rushes in, uses power-ups, runs around, and shoots D'Sparil until dead. However, we know who Corvus is and who D'Sparil is, we understand where the battle is taking place and how Corvus got there, we know what D'Sparil has done to the Sidhe, we know the ways in which D'Sparil has attempted to foil Corvus thus far, and therefore the meeting has some gravity. When Corvus uses the Tome of Power, we know - because we're told by the manual - that he's invoking the past heroes of the Sidhe to destroy D'Sparil (who conducted a brutal genocide of the Sidhe, so there's a bit of poetic justice). It's one of the last survivors of a genocide invoking the magic of his people to destroy the one responsible, it's kind of cool. I remember it 30 years later*. And it's all there in the manual and in the game.
*though again, I'm probably getting specific details wrong and my memories of the manual are very cloudy; let some Heretic mega-fan come and correct me
It's the same for Half-Life - Gordon hitting a HECU marine with his crowbar is a story beat becauase we know who Gordon is, where he is, who the HECU are, why they're here, how Gordon got his crowbar, and why the two parties are trying to kill each other. We don't need dialogue or a text crawl or an audio log or to be told how Gordon feels about it, because it works as a plot beat in a videogame where we already understand the background (having experienced it firsthand via gameplay) and are projecting ourselves onto Gordon.
But in Amid Evil when the buff alien guy you're playing as shoots his blue wand at a polygonal model in a rejected Arcane Dimensions map, what's the story there? What does any of it mean? (FWIW, I really liked the backstory that Black Labyrinth gave to the axe weapon - I just wish the main game had the same kind of meaning)