Shmup story lines. Needed or not?
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lewisit
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from me it's a "No!"
for me playing shmups is a Zen-like experience and i find anything that distracts me from it disturbing
if i want a story i watch a movie or read a book - but def. not start reading the dialogues or least of all the manual of a shooter
but if there's an option like in GWII where i can turn the dialogue-parts off, i'm fine with stories in shmups
for me playing shmups is a Zen-like experience and i find anything that distracts me from it disturbing
if i want a story i watch a movie or read a book - but def. not start reading the dialogues or least of all the manual of a shooter
but if there's an option like in GWII where i can turn the dialogue-parts off, i'm fine with stories in shmups
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Mortificator
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sfried
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The way you described it makes me think of the pilot as muttering and cursing at the alien ships like Tony Montana ("Yo fuckheads, YOU WANT SOME OF THIS?" *switches to Round Vulcan* "SAY HELLO TO MY LITTLE FRIEND!" *Fires his salvo* "Fucking pieces of shit!"). Dammit, now I can't get the image off my head...shinsage wrote:your example reminds me of Axelay. The intro, anyways.
I'd always look deep into it, like the astronaut guy was a family man, then his family got killed so now he's just a badass man on a path of vengeance.
I kinda do like a story to be told in a minimalistic approach (which gives in to the whole "optional" aspect). I feel apprehenisve when characters take up gametime via dialog on the playing field (like Touhou games), since it kills the flow. But I wouldn't mind a brief cutscene or two, either (like Cotton).
In other words, story should be self-contained and non-essential/obtrusive.
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P_HAT
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worstplayer
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Shatterhand
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Yeah, I don't mind the game have a plot.. as long as it's not told in long cutscenes and stuff.
I find this curious, in ANY game I'd pay attention to the plot.. if, say, Megaman X27 has cut-scenes detaling how the heck the Mavericks are STILL doing the same thing after 30 games, I will pay attention to everything. I watched all cut-scenes from Shin Shinobi Den (But they are wonderful, aren't they?) and all..
But in shmups? Give me a cut-scene longer than 3 seconds and I am skipping it. I love Sega CD Silpheed, but I never watched anything between the stages, as I never did with the PS2 version... and I just keep pressing Start when the Gradius V cutscenes show up, even though I know I CAN'T DAMN SKIP THEM ...
If they are OUT of the gameplay part, I'd enjoy it (Reading a booklet, watching an intro or something like that) ... but in middlegame... only if I can't skip it
Shmups are *ALL* about the gameplay.
I find this curious, in ANY game I'd pay attention to the plot.. if, say, Megaman X27 has cut-scenes detaling how the heck the Mavericks are STILL doing the same thing after 30 games, I will pay attention to everything. I watched all cut-scenes from Shin Shinobi Den (But they are wonderful, aren't they?) and all..
But in shmups? Give me a cut-scene longer than 3 seconds and I am skipping it. I love Sega CD Silpheed, but I never watched anything between the stages, as I never did with the PS2 version... and I just keep pressing Start when the Gradius V cutscenes show up, even though I know I CAN'T DAMN SKIP THEM ...
If they are OUT of the gameplay part, I'd enjoy it (Reading a booklet, watching an intro or something like that) ... but in middlegame... only if I can't skip it
Shmups are *ALL* about the gameplay.

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Kiken
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You've never looked at the story page in the Trizeal manual? It's hilarious! The entire page is blank, save for one line of text at the bottom, written in English, that reads, "The story is in... you."icepick wrote:I just realized that I have no idea of what's happening in Trizeal, which is one of my favorite games.
Personally, I really love how Ikaruga presents its story, as archaic poetry that doesn't so much interupt the game... but actually grants you a welcome breather before you plow ahead into the rest of the level.
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Ghegs
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Only in DC port, tho. The PS2 port has a whole page dedicated to the story. Damn tiny font, too.Kiken wrote:You've never looked at the story page in the Trizeal manual? It's hilarious! The entire page is blank, save for one line of text at the bottom, written in English, that reads, "The story is in... you."
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Specineff
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Then you're back at square one by making a story yourself. I can play a shmup without a story, but a little explanation is always welcome. Guwange wouldn't feel the same if it only said "Walk and destroy the evil demon babies", would it?SuperGrafx wrote:IMO, stories are not necessary in arcade games and shmups.
It's good to leave some of the backstory up to one's imagination.
On the other hand, abstract shmups don't need a story, and that's part of what makes them so zen-like.
Don't hold grudges. GET EVEN.
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Kiken
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You're kidding!?!Ghegs wrote:Only in DC port, tho. The PS2 port has a whole page dedicated to the story. Damn tiny font, too.Kiken wrote:You've never looked at the story page in the Trizeal manual? It's hilarious! The entire page is blank, save for one line of text at the bottom, written in English, that reads, "The story is in... you."
So what.. did he just take a bunch of e-mails sent in from fans about what the story might possibly mean to them and decided to mix-n-match that into a plot?
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glitch
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ok my ps2 trizzel arrived today, but in another castle, and i won't have it in my hands until Thursday or so, and you guys just effectively made me actively want to read the story of a shmup for the first time in my life.Kiken wrote:So what.. did he just take a bunch of e-mails sent in from fans about what the story might possibly mean to them and decided to mix-n-match that into a plot?
in general, i hate it when a nice game comes with some generic lame excuse story to back it up, since that kinda makes the game feel like budget trash for kiddies. that "omg guys don't tell me this product is aimed at the sort of audience who'd go WOW over this shit" kind of trash that has your suspension of disbelief convulsing on the floor before the first bullet just doesn't cut it for me, no thanks. i'm perfectly fine with a shmup not having any story, so unless the developers have a real good idea, don't bother. good stories aren't bad though!
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Shatterhand
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Ghegs
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I'll see if I can scan the page. Should keep our resident translators busy for a while.Kiken wrote:You're kidding!?!![]()
So what.. did he just take a bunch of e-mails sent in from fans about what the story might possibly mean to them and decided to mix-n-match that into a plot?
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BulletMagnet
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incognoscente
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glitch
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lol, well...Shatterhand wrote:By the way, what's the story behind Tetris ?
ONCE UPON A TIME in a 2D PIT in RUSSIA, of all places....
i guess not no.
doesn't stop people from LARPing it though. ~_^
how about a shmup-LARP-meeting?
bring your lasers! (or round vulcan, whatever)...
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icepick
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Are you serious?!Kiken wrote:You've never looked at the story page in the Trizeal manual? It's hilarious! The entire page is blank, save for one line of text at the bottom, written in English, that reads, "The story is in... you."
... Aww.Ghegs wrote:Only in DC port, tho.
I suppose that I hadn't gotten around to looking at the manual yet, which is strange since I used to very much enjoy leafing through game manuals (although that was usually because I couldn't play the game). I haven't looked at any game manuals since before Border Down, now that I think about it.
That would be interesting! Another possibility is that the time for the DC release came around and he was burned out, had the story half-composed but had to submit something for printing...Kiken wrote:So what.. did he just take a bunch of e-mails sent in from fans about what the story might possibly mean to them and decided to mix-n-match that into a plot?
I agree with this idea wholeheartedly; I thought that I said something about it in one of my other posts in this thread, but I can't seem to find it now. If it's presented and placed well, it can be really nice! A few short breathers in the stage, which builds to a challenging boss battle, followed by the victory rest period end-of-stage performance tally, where one can relax and reflect for a moment while anticipating and readying themselves for the next stage. It needn't be so formulaic, but of the games that I enjoy, ones that have an approach similar to this are some that I enjoy.Kiken wrote:Personally, I really love how Ikaruga presents its story, as archaic poetry that doesn't so much interupt the game... but actually grants you a welcome breather before you plow ahead into the rest of the level.
See, that's the kind of thing that I wouldn't like. If in Border Down, they had some brief text in a handful of the stage section transitions, I wouldn't mind it, but they're also great the way they are.Shatterhand wrote:But in shmups? Give me a cut-scene longer than 3 seconds and I am skipping it. I love Sega CD Silpheed, but I never watched anything between the stages, as I never did with the PS2 version... and I just keep pressing Start when the Gradius V cutscenes show up, even though I know I CAN'T DAMN SKIP THEM ...
In Giga Wing, my friend and I first read the dialogue. Then, we started reciting it. Then, we started reciting it in a funny voice (I made Stuck sound totally over-the-top robotic, which was good for some laughs). Then we started putting words in their mouths, dubbing their speech with whatever we could think of. Then we did that while holding the shot button, so we had to do it really fast. After that, we were like "alright, a demo on/off option would be really nice."
icycalm's quote of the day!Shatterhand wrote:Shmups are *ALL* about the gameplay.
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Specineff
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Ghegs
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Here it is. It's a big file, over 1 MB in size and 4870x8610 in dimensions. This is so that if some brave soul actually decides to translate it, they'll have an easier time with it.Ghegs wrote:I'll see if I can scan the page. Should keep our resident translators busy for a while.Kiken wrote:You're kidding!?!![]()
So what.. did he just take a bunch of e-mails sent in from fans about what the story might possibly mean to them and decided to mix-n-match that into a plot?
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incognoscente
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glitch
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great!Ghegs wrote:Here it is. It's a big file, over 1 MB in size and 4870x8610 in dimensions. This is so that if some brave soul actually decides to translate it, they'll have an easier time with it.
rough translation of the first few lines:
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Once there was a battle dividing the universe in 2. the earth's defense force had lost most of it's military strength, and they were at a loss on the matter until they injected the unfinished special assault transformation tension unlimited service tactics battle craft. the power of the enemy grew day by day, and a nearby planet was also submitting to their overwhelming strength and falling into dark depths of fear. due to the enemy's new type of missile, "D-COX", the composition of the atmosphere continually changed significantly, and to preserve the life and environment on the earth, (it/you/someone) must go and steal another new type of missile, "C-COX" which is in the enemy stronghold, within 24 hours.
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we're a lone soldier in a spiffy toy saving the earth from an extraterrestrial enemy guys!
if no one else picks it up then i'll try and do the rest as well (i can use the practice), but i'm busy for exams and deadlines and a wedding this and coming week so it could take a while...
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Minzoku
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glitch
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hi Minzoku i hear you're a girl. @_@Minzoku wrote:You need to read the rest... something about drinking juice and 10-yen cabs?
and lol, you're right.
skimming the katakana a bit:
continue
tape recorder
bonus game
save point
name entry
my curiosity is now officially burning.
i'll get back on it asap. ~_^
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Minzoku
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