Harthwain
Magister
- Joined
- Dec 13, 2019
- Messages
- 5,429
Uh-huh. Yet I don't recall people reminiscing Corvus' adventures as much as they do Gordon's. You can try and pretend like these stories are similar, but they are not, if only because of the presentation.And yet if we were to write it out alongside Half-Life's story, we'd find them to have a similar level of detail, and a similar span of plot beats (many of which could be summarised as "Gordon/Corvus navigates a dangerous area while threatened by hostile forces").
Ironically enough it was John Carmack who said "Story in a game is like story in a porn movie. It's expected to be there, but it's not important". So, yeah, "a flimsy excuse" is pretty much spot on description of the story of Doom (Heretic may have a bit more elaborate story, but it works the same way in the end).If it were a flimsy excuse for a game
Obviously I disagree with that statement, as there are plenty of games where a decent story can elevate a game above its gameplay mechanics, but it clearly shows the philosophy behind Doom's story.
The "very clear plot arc" amounts to "demons invade". And, as I said before, you can have a theme/setting without really committing to a story. "Demons invade" is all you need to work with. Same as "Aliens invade New York" (which is the plot of Duke Nukem 3D). Neither game is really serious with their story (as some games are, as was mentioned previously). I don't really see much point in trying to present them to be more than they really are.It seems like your complaints are about the way the story is presented (and the game's menu?), but to claim that it's not a "proper story" seems odd to me when it demonstrably follows a very clear plot arc, the player character's objective(s) are clearly defined, the maps represent a coherent journey, the enemies and power-ups have explained reasons to exist in-universe, and so on.
It would make for a better intro (for people who didn't read the manual). It wouldn't make much difference besides that though. There are really much better examples of games with a story than the ones you're trying to defend (and I admited this much).We could probably make a WAD that just prints the manual's backstory section as a text crawl when the player launches E1M1, if that'd make all the difference.
It was just a way of saving the power of the hardware on more important things than story (read: gameplay) back then. This persisted up to a point at which it became possible to contain the actual story within the confines of a game (although manuals still remained as a source of supplementary knowledge about some aspects of the game). Now we don't even have manuals.But early 90s games expected you'd read the manual, it's a convention that I don't see any problem with.