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1076067 Posts in 44161 Topics- by 36126 Members - Latest Member: Fireinmo

December 30, 2014, 08:04:13 AM
TIGSource ForumsPlayerGeneralToo Many 2D Games Are Missing Most Of Their Stories
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Author Topic: Too Many 2D Games Are Missing Most Of Their Stories  (Read 4940 times)
gunswordfist
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« on: April 02, 2009, 05:10:41 PM »

I was thinking this after I read Sonic 3 & Knuckles' story AFTER I beat it in a FAQ a few days ago (which I LOVED) Let me explain, lots of 2D games seem to have most of their stories inside of their instruction manuals, on the back of their cases or on some internet page (many indie games are guilty of the latter) Sure that might not be a lot of story but it would have been great to get that information from actually playing the game. An example would be Mega Man 3. I think Proto Man's story is incredible! (hmm, somewhat similar to Knuckles once I think about it...) So, any thoughts?

EDIT: Sorry for the bad title. It's fixed now. heh
« Last Edit: April 02, 2009, 05:57:58 PM by gunswordfist » Logged

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« Reply #1 on: April 02, 2009, 05:43:21 PM »

This always bugged me.  It's like they knew the game needed/deserved a better story, so they included it, but not in the game.

Oh, and you may want to try and rename the thread, because it's kind of confusing.  I can't say I have any suggestions though, sorry.
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« Reply #2 on: April 02, 2009, 05:47:16 PM »

'For Game, Press Start, For Story, Read Manual'?

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« Reply #3 on: April 02, 2009, 05:50:01 PM »

Super Mario Bros. 1 probably set this trend. I remember reading the instruction manual, which explained the story. Did you know, according to the original instruction manual of SMB1, that every block in the game of SMB is actually a person of the mushroom kingdom who was turned into a block by Bowser? Makes you feel a little bit guilty about breaking blocks, knowing that.
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gunswordfist
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« Reply #4 on: April 02, 2009, 05:55:56 PM »

This always bugged me.  It's like they knew the game needed/deserved a better story, so they included it, but not in the game.

Oh, and you may want to try and rename the thread, because it's kind of confusing.  I can't say I have any suggestions though, sorry.
*looks at title* lol That's what I got for typing too fast. Thanks, I'll fix it.

Anyway, yeah it's like they have a great story for the game...but don't use it in the game itself.
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« Reply #5 on: April 02, 2009, 06:01:12 PM »

Super Mario Bros. 1 probably set this trend. I remember reading the instruction manual, which explained the story. Did you know, according to the original instruction manual of SMB1, that every block in the game of SMB is actually a person of the mushroom kingdom who was turned into a block by Bowser? Makes you feel a little bit guilty about breaking blocks, knowing that.
So the whole "gems are/were creatures" think in Spyro was ripping off Mario?  WTF
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gunswordfist
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« Reply #6 on: April 02, 2009, 06:01:44 PM »

Super Mario Bros. 1 probably set this trend. I remember reading the instruction manual, which explained the story. Did you know, according to the original instruction manual of SMB1, that every block in the game of SMB is actually a person of the mushroom kingdom who was turned into a block by Bowser? Makes you feel a little bit guilty about breaking blocks, knowing that.
HO..LY..SH!T! I did not know that. That would have made Super Mario Bros. a different kind of experience. I love learning about the backstories of some games but it's sad that they aren't within the game itself. Anyone got anymore game stories?
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« Reply #7 on: April 02, 2009, 07:02:02 PM »

In the super Mario 2 manual Birdo was mislabelled a he, This set off the whole Birdo as a transsexual jokes.
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gunswordfist
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« Reply #8 on: April 02, 2009, 07:22:03 PM »

That reminds me, what is Yoshi?
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« Reply #9 on: April 02, 2009, 07:23:25 PM »

Yoshi is a dinosaur.
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gunswordfist
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« Reply #10 on: April 02, 2009, 07:28:09 PM »

I meant is Yoshi a boy or girl?
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« Reply #11 on: April 02, 2009, 07:30:07 PM »

Yoshi is a dinosaur.
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Matt Thorson
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« Reply #12 on: April 02, 2009, 07:49:44 PM »

Yoshi is a dinosaur.

NO QUESTIONS.
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« Reply #13 on: April 02, 2009, 07:53:15 PM »

I'm sorry I offended you guys' Yoshi religion. lol
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« Reply #14 on: April 02, 2009, 08:35:00 PM »

No 'lol'ing
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gunswordfist
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« Reply #15 on: April 02, 2009, 08:40:39 PM »

Huh?Huh?
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« Reply #16 on: April 02, 2009, 08:46:31 PM »

yeah, just use :D when you'd usually write that
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gunswordfist
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« Reply #17 on: April 02, 2009, 08:56:31 PM »

But I hate smilies. heh heh
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« Reply #18 on: April 02, 2009, 09:24:27 PM »

On the other hand, some stories are just too much
Did you know, according to the original instruction manual of SMB1, that every block in the game of SMB is actually a person of the mushroom kingdom who was turned into a block by Bowser? Makes you feel a little bit guilty about breaking blocks, knowing that.
I think SM  is better without it, this story wouldn't really add to the playing experience.
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« Reply #19 on: April 02, 2009, 09:27:25 PM »

But I hate smilies. heh heh

NO QUESTIONS.

Also, I like vague stories.  I agree that you shouldn't put storyline you want the player to see in the manual, because not every player will read it, but I think SMB1 has a great story  if you don't have the manual.

One thing I love about the NES era and that I try to emulate with my games is the vagueness of the story, and how it invites the player to fill in the blanks.  The player's imagination will always construct something more relevant to them than the developers ever could.

Edit: Also, as a developer you have to remember that a great "story" in most senses of the word will probably not be a good "game story".  The way I see it, most of the story of a game is the player's experience of playing it, the text and cutscenes are just supplements.
« Last Edit: April 02, 2009, 09:30:59 PM by Matt Thorson » Logged

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