Revisiting Sly Cooper
1up is running a feature about the previous two Sly Cooper game titles, underappreciated classics for the PS2. They're examples of truly great platforming for this generation of consoles. From the article: "Sly's emphasis on plot and continuity is one of its greatest strengths, which may be a pleasant surprise for gamers weaned on old-school platformers whose story lines rarely strayed from such gripping territory as 'Bowser kidnapped the princess again' or 'Dr. Robotnik is probably up to no good with those Chaos Emeralds (again).' Unlike the unambitious premises of action games gone by, Sly's narrative feels like a crucial component of the series."
The Jak and Daxter games tell a decent story and are fun along the way as well. Why are we rewarding that which ought to be standard in a game (decent story) anyway?
e2 | LJ
Yet Mario 64 can, and it resorted to a "Boswer kidnapped the princess" plot.
With the added bonus of cake!
I think the fact that they chose to put-down the plots of two of the most highly regarded platformers ever just shows that plot does not make the game. Having a decent plot is a nice feature but that's not what I look for in my games.
Last time I was doing ninja wall jumps around the levels in mario64 I wasn't thinking about character motivation or plot. I do however have several well written movies in the bookcase which don't get nearly the same amount of time on screen as my favorite games.
Rats would be more funny if they could fart.
Yes, for _you_ (and for a lot of other people), the plot and story doesn't matter. In fact, I know a couple of people who are outright opposed to having their time "wasted" with any kind of narrative.
But then for a helluva lot of us, it does matter. Me, I found Mario 64 (and Donkey Kong 64 and various other platformers) to be more boring than watching paint dry. I've had more fun in a RL dentist's chair than jumping around like an idiot for no good reason or purpose in those games.
For _me_ the story and plot are the _main_ attraction in a game. I couldn't care less about score or showing off my l33t reflexes. Why I play is to see what happens next, and it damn well be a good piece of story.
If I have to do some ninja wall jumps, damn right I'll want it to be a part of some story. I'll want some damn good reason why my character is doing that, and I'll want to know what's he/she/it trying to achieve, and why couldn't it be achieved otherwise. (E.g., why can't he take the stairs instead of jumping his way upwards.)
And btw, by "damn good reason", I don't mean "the generic non-descript princess was stolen by generic villain #3, now go save her". Why is my character trying to save the princess anyway? Did he know her? Was he her body-guard maybe? Was he hired by someone to rescue the princess? How did that happen, then? Why did they choose him for that task? E.g., I can understand why someone would hire a well known mercenary or bounty hunter for that, but if it's the palace's plumber, there damn better be a good explanation why's he hired to rescue anyone.
Now don't get me wrong, I'm not saying your favourite games are bad as such. But like any game, some people like them, some people don't. I'm just giving you a glimpse into the mind of someone whose tastes are the exact opposite.
A polar bear is a cartesian bear after a coordinate transform.
They had a game for the Nintendo 64 called Rocket: Robot on Wheels that was just a great platformer. It was a lot of fun, and very clever, and the physics engine was just amazing. I wonder if Sly would have been considered a "kiddie game" if it had been developed for the Cube. Rocket was underappreciated in such a manner as that.