Earlier in the series I paid lip service to the notion that “the story doesn’t matter”. Hey, it’s just a comedy game, right? This isn’t Mass Effect. We’re not here for the story so it’s okay if it doesn’t work. But now that I’ve made my case against the story, let me do a face-heel turn:
Story matters more than most people think it does.
The post-credits reveal shows the newly-minted Handsome Jack - complete with mask - choking the life out of corporate rival Tassiter. This would have been so much better if Tassiter had been a larger element of the story.
It’s true that not every game needs to be Planescape: Torment. I’m not expecting Witcher 3 levels of storytelling from Bulletstorm. Death Road to Canada doesn’t need to tell a story like the Last of Us.
A story doesn’t need to be big, complex, profound, clever, poignant, hilarious, long, incisive, or surprising. But if a writer tries to make a story do those things then it’s worth looking to see if they succeeded. Even if you don’t care about the story in terms of learning what happens next, the story provides the context and tone through which we experience the gameworld. Having a “good” story doesn’t mean having one that’s long, complex, deeply emotional, or philosophically profound. A good story just needs to achieve its goals and remain true to its characters.
Diablo II didn’t have a lot of story. In terms of story-to-gameplay ratio, the player spent many hours clicking on monsters for every minute they spent watching those cutscenes. But even though the vignettes were short and far between, they still accomplished the basic goal of telling you why you were going to these places and clicking on these monsters. They made it clear that this world was dark and desperate, and that even though your character seemed pretty powerful they were still very small in the face of such overwhelming forces. That setup and mood is still there in the back of your mind, even when you’re grinding for rare drops and skipping cutscenes. The Diablo II story accomplishes exactly what it sets out to do, and doesn’t get in the way beyond that.
It’s true that there are lots of fun games with terrible stories. But that doesn’t mean the story doesn’t matter. It means the game would have been even better if the story had delivered on whatever it was trying to do.
Continue reading 〉〉 “Borderlands Part 25: Wrapping Up”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.