That Maddox video hit the nail on the head. Especially that part with Megaman commenting. So guess what the demo of Mighty Number 9 has?
Commenting. All the fucking time. Ha, huh, here we go, I needed that, that’s more like it. Even the title screen feels the need to talk. I also like how when the level starts the announcer voice says “Go” and instead of you playing the level you watch Megaman (fuck “Back”, he’s Megaman under a new name) talk to the professor.
But it’s not just the fact that there is talking, it’s also the abysmal quality. I don’t know what to think of it, do they think players are this retarded or are the developers just high from smelling their own farts. “Oh now, watch out Megaman, that’s an enemy”, “Oh no, these robots are tearing everything apart” (while you are literally fighting robots), “Oh no, a fire robot in an oil refinery, that’s not goo” (oh, really?).
Video games are an interactive medium and as such they are best suited to deliver messages though *the game*. Here is a video on Megaman X that looks into how the first level teaches the player all they need to know without a single word:
This used to be very common in games. The first level in Super Mario Bros. would introduce all the game mechanics through its level design. The first act in Zelda aLttP where you save the princess is effectively a tutorial before opening the overworld. But they never felt like tutorials, they felt as natural to the game as the opening act of a movie, precisely because they used the medium correctly.
I have to wonder what happened. Did game developers lose something on the way? Are we just seeing old geezers trying to have one last fun ride before retiring. Have they always been so full of themselves but were lacking the technology?
It’s a good point. What in the world is compelling game makers to inject STORY into their games? It is one thing if they were a published author or something, but they aren’t. Everyone believes they are a writer. Or a movie director.
I cannot understand why Sakamoto is compelled to turn Metroid into a narrative story. What is wrong with Metroid? Nothing! But here comes the ‘story’!
What really gets me is that despite the desire to make ‘story’, there is no analysis of games where it did actually work out. Game makers analyze game design all the time. Why not the ‘story’?
And this is my hypothesis as to why game makers are trying to cram story into everything. I believe creativity is a sham, a nonsense word. Science has no creativity. Inventions have no creativity. They all work in the logical and natural world. But creativity makes people believe they are a god. We even coined successful game makers as ‘game gods’.
But do you know what is no longer ‘creative’? Game design and game mechanics. It has been whittled down to a science. And this is good for gaming because those early 80s games were really uneven and frustrating. But now game makers want to be unique snowflakes and be creative. Since they can’t be creative with game design or game mechanics, they naturally look to movie directing or writing stories because they are not ‘controlled’ there. Game reviews do not yet attack their story.
Now if the game maker was making a movie or novel, their movie or novel would get slammed by critics of those fields. But in gaming, they do it so they can believe they are creative gods when they are nothing more than talentless fools in those non-gaming fields.