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Sometimes a pipe is just a pipe.
It can develop a deeper meaning that they intended or had in mind while making it, alony through the decisions they made regarding whow the game should be.
In an odd way. This sorta shows how important stories and narrative are to people. Despite how convoluted and wacky a story is people will still try to make sense of it.
Is our nature, as humans, we try to find sense in everything
As for the 'true' ending, once you resolve the puzzle, I wouldn't say it's meaningless, Hotline Miami 2 has been announced and I guess the plot will continue that way. Or maybe not, maybe we'll be just another guy impelled to kill. Whatever the excuse is, it'll be friggin' awesome.
Lets have fun doing so :D
http://www.youtube.com/watch?v=5__oVQOPy1g
Yeah, but, with all their interviews for Wrong Number, it seems like they're not looking at the story farther than two layers deep and are pretty much scratching at emotions and atmosphere rather than anything of Stanely Parable and Yume Nikki levels. But honestly, the Helmet fight and Trauma are so ♥♥♥♥♥♥♥♥ it's kind of hard to tell if they are going that deep or they're indulging in Triple A vidya gaem tropes, because they seem like pretty young dudes and I wouldn't be surprised if a few semi-recent titles inspired something here. I honestly think the guy behind Errant Signal is giving it too much credit, but I'm not ruling out his interpertation.
But I don't agree that it's really true. I love playing Papers, Please not because I'm fascinated by spellchecking names on passports or because the gameplay is intense and satisfying, but because the story is immersive and I feel like I'm a big part of that story. Many other games send the message that a good story arc trumps intense gameplay and they're equally convincing.
I believe that Hotline Miami is only right that gameplay and aesthetics are more important than the story because that's what the game is telling the players. If the game was telling players that puzzle-solving was the best part of a game while including challenging puzzles, the players would receive that message and consider the puzzles the most rewarding part of their gaming experience.
It's almost as if a game creator could intentionally diminish certain aspects of their game in order to draw more attention to what the game does well. For example, intentionally making a game look or sound cheap or retro adds to the game's "charm" (Minecraft) and accentuates the more central elements (role-playing and exploration).
When you play Helmet though that might not work but thats what i thought was happening whilst playing through Jacket's story.