Despatche wrote:
This is an opinion. There are two kinds of opinions: those that have no basis in anything (what's your favorite color) and "decisions" that are supposed to be backed up with facts (this).
Despatche wrote:Yes, stories are subjective. The so-called "objective" standards for storytelling are 100% subjective and will change drastically pretty much every decade or two. Countless countless countless old novels that are now considered "classics" were considered "worthless" in their time periods. Some even became this "worthless" decades later for political reasons, then were "rediscovered" more recently. As long as you can write legibly in your chosen language, and sometimes even when you can't, you're good.
Aren't my reasons for disliking the dialogue in Touhou further down in my original post? I'm not sure how you are supposed to back up subjective opinions on subjective media with cold hard facts.
Despatche wrote:-lists examples of games he personally likes as "proof" of the below with no further explanation unless you immediately allow yourself to believe such a far-reaching claim.
To be honest, I shouldn't have used RPGs as an example for anything in a SHMUPs forum. Most people who played the games I listed would understand what I was getting at. It's kind of like saying 'Dodonpachi is a good example of a SHMUP' doesn't have much value in an RPG forum either.
Despatche wrote:-claims that story "doesn't work" in shmups.
In the second paragraph of my original post
that you quoted, I clearly state that any concept, no matter how generic, can shine with proper execution. Like stories in SHMUPs, and I listed G-Darius and RayForce as an example for that.
Despatche wrote:claims that a character literally stating the motivation that everything else in the game points at isn't "clear";
I get that 'strike the evil youkai' is basically what the main characters do all of the time, but what I don't get is why seemingly unrelated characters just start fighting eachother with danmaku.
Despatche wrote:people like this will soon temporarily backpedal and use the reverse logic as a reason to call the game shallow.
How does one shallow aspect of a game make the whole game shallow? The reason why I listed VtMB and Alpha Protocol is that even games with poor gameplay and great stories can still shine. If you played cRPGs, you know that there is always a weaker aspect to the game.
Despatche wrote:claims that there is somehow "not enough time" in the genre, even though developers make that time. talks about "50% novel, 50% gameplay" as if the two conflict each other, even though there is an entire button dedicated to preventing that; people like this will soon temporarily backpedal and use the reverse logic as a reason to "skip" the plot (the implication is that the dialogue "gets in the way")
Given the 30-50 minute long arcade-layout of Touhou (and SHMUPs in general) with only a fraction of that dedicated to the story, most people would find themselves really limited to tell more engaging stories through dialogue alone. Spending half of your time on story and the other half on gameplay in a SHMUP isn't the most ideal thing to do, because of
pacing. That does not mean it is impossible, I'd say Undertale is a greater example of pacing (even though the shmupping is just a JRPG battle system) as it rarely ever gets boring by regularly introducing new characters, enviroments and other quirks. Astebreed approach to storytelling is to tell the story with voice-acted dialogue
while you are playing, so aside from the screaming lolis it does not affect gameplay as much. Tyrian does this by sending you optional e-mails which are actually fun to read IMO. Touhou's dialogue is short enough that it
doesn't get in the way, but at the same time I don't think it adds alot of value to the games. Hence my comparison to fast food.
Despatche wrote:-hates on what little he is able to understand about something really simple, and tries as hard as he can to make it seem like meaningless drivel. makes all these claims that, ironically, solve every problem he has in the previous paragraph. this entire block is saying the exact same thing.
What am I unable to understand? I'm not sure why you assume I be hatin' on Touhou just because the dialogue isn't all that special for me. It should be obvious to anyone that my original post was mostly opinions and a difference in tastes, but I'm not sure what exactly ignited you. Even then, you've yet to convince me that perhaps there is something more to the character interactions in Touhou. Instead you lament how this forum treats Touhou as being nothing important and that fanfiction is indeed an important part of Touhou's story. If you expect me to read a book before I can properly understand what the hell is going on and what the hell is at stake instead of clarifying this in the game, then I wouldn't classify said game as a good example of storytelling. Older games were excused of only leaving the story in the booklet because of technical limitations, nowadays this shouldn't be much of a problem.
Despatche wrote:-Every single game has additional text that explains exactly what's happening outside of the actual stage dialogue and the endings. Yes, you are expected to read the wiki for this, because the entire game is in Japanese.
Like this?

Here it seems there wasn't much exposition in the game to begin with, instead flat-out telling you to buy the books for more info on what is happening. Most synopsis sections in Touhou games I've played are rarely any longer than one paragraph, meaning either the translators were lazy and just left large amounts of exposition text out so you can check the wiki, or there simply wasn't any in the original Japanese version to begin with. This has less to do with the language barrier, methinks. IMO Touhou could use more visual storytelling to tell what it can't tell through dialogue alone (as it is mostly spent on banter). It could be a cutscene, or whatever.
Despatche wrote:-Nearly every bit of the games are constantly telling you what's happening, and every single discussion tells you why that character is there. It is not physically possible to mangle this text enough that you can't figure out what's basically going on.
I understand why the characters are there (since you usually intrude their domain), but the motivations for the other characters were never that clear or interesting to me.