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by rtehfm
3882 days ago
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I partially disagree with you. Some of my most memorable moments are the stories of various games. Metal Gear Solid, Final Fantasy VII, Zelda: A Link to the Past and so on all, with their great gameplay for the time, above average to great story lines that captured its audience. Now on to games like StarCraft, DoDA, Quake 3, and Counter-Strike were all hailed as some of the greats, not because of the story like you pointed out, but because of the game mechanics that allowed them to be used as a medium for competitive gaming. And, as a former competitive gamer, I can attest to the addictive nature of gaming that causes your heart to race and one's palms to sweat while trying to clinch a victory. For this, I believe you can't say stories don't matter. I believe there are games that are better suited for repetitive gameplay and those that rely on a great story and subpar game mechanics to reel in or captivate the player(s). |
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When Miyamoto invented the Goomba and made him the first enemy in Super Mario Bros, was he writing or designing?
Certainly he was writing because he was creating a protagonist and an obstacle for the protagonist. But certainly he was also designing, because he described a system for the gamer to control the protagonist and rules for how Mario could interact with the Goomba.
Metal Gear Solid and A Link to the Past are great for the sake of comparison. How many cut scenes could you tear out of MGS and still have the exact same gaming experience? How many from LTTP?
I don't know what the answer is, but I know that the answer for MGS is higher than 0. I'm less certain for LTTP.
Does that make Miyamoto more pure as an artist than Kojima? At least where these games are concerned, I lean toward yes, but there's quite obviously gray areas here.