Intro logos, main menu, intro story scenes, playable tutorial disguised as the beginning of the game, various expositional elements seamlessly woven into the experience, or hamfistedly crammed in via dedicated explainer devices… I mean, we get it… right? Games began borrowing from Hollywood and now gaming is Hollywood, at least a spiritual successor to it in an era of waning demand for elaborate, artistic feature length film. Now we have elaborate, artistic movie games. Game movies.
And they have their own formula, just like movies did/do. Tropes. Etc.
If one was to make a shooter where you traverse several interlinked worlds via a non-linear hubworld, in search of keys, money, ammo, new pew pews and magical macguffins… would it at this point feel like a throwback to an era nobody really misses (except some nostalgic geeks like me) or would it be, in fact, a revolutionary act? A welcome and refreshing one, at that?
I mean, ZERO explanation for what is going on. You are just thrown into the boots of the main and given a basic weapon and a general direction to head… and that’s it, figure it out. No narrative devices. No expositional angel or person calling you via a secret radio channel. Literally no explanation. You can read the story.
Would anyone care? Would it matter? De-limbing shock troopers and alien guardians with bizarre weapons while solving puzzles and navigating maze-like environments… isn’t that enough? I think it should be. But maybe I am missing something… Maybe investing weeks of work and major cash into short cutscenes 99% of players will skip is crucial to the fun.