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To the post of the story being of no consequence i would say the same is true of the game play. I started playing and enjoy the game play rather surprisingly when it was first in early access. However, i was only entertained for a bit before it got repetitive. Then the story started taking shape and I had something to look forward to. I even quit playing the game when i finished the second act until yesterday so I could get the full story.
While people don't have to agree on the game play or story being the driving factor. It is there for a broader audience. Not just your personal choices. That's the way i look at it. I would prefer there to be more to the game. For instance, once you get your debt paid off maybe the ability to go into some form of enterprise. I would also like the ability to make adjustments to the story based on personal choices. However, that's not what this type of game is and I am fine with that. All games leave something wanting I feel. Nothing can be Mass Effect of old in story options (not including 3). And there are very few games I know of at all that have 0 story to them. So, i feel this one put a decent balance between the two.
I would state a skip option would be nice, since i play on no revival if i ever die i have to go back through the whole story again. That is annoying for sure.
that said: removing it wont get you more ships, them seeing the game getting sales would encourage additional content, as is standard with most games.
not really sure what confused you there but that is literally how companies work, people buy their former products and it makes them realize people want more, so they make more, either through dlc or sequels, in this context.
"Play the game, ignore the story"
Such happen to Diablo and countless "great game".
Also, story is not the reason I play this game anyway. And the gameplay is great
I still take a look as a side content.
if you think its not worth it, don't buy, and the product falls flat, simple.
but if you want ship breaking, and hope for more, then i mean, pretty obvious what the method is.
(Going off of the OP message)
Honestly, the story is OK. It isn't going to win any game of the year awards, but for most it really helps build up some of the why's and how's of the setting; and that's all it has to do, and I think it does it well! The game's main focus isn't about the story (as neat or terrible as people think it is), it is about the neat physics mechanic of taking apart space ships.
Maybe later, when this game is polished enough, the devs might make another game with a more interactive story, since they do seem to love this setting. Until then, let's just be happy that they got this game to vers 1.0, with the prospects of additional content later on.
The fact that so many want to be able to skip the 'story' should be a pretty big indicator that people don't really like it, and are far more interesting in the gameplay loop itself. Devs need to balance what they want from their game with what their paying customers want, cause money makes the world go round...
Hope hard, cause the devs pretty much dropped core gameplay content quite a while back to focus purely on the story...and have stated they don't really have any more plans to add anything major to the game, like more ships, etc. I mean never say never, but all signs point opposite on this one sadly...
I like the lore, I would like the story if it was told in a better way, but most of all, a story that is told to you without engaging you is not quite suitable for a computer game. That's something you'll find in a stage play or a movie, both also very well received entertainment products, but different products. A story in a computer game has the unbeatable advantage over the other two that it can actually involve the person watching it, it can be made interactive and it can respond to the decisions and answers given by the player. That needn't be much, a nod to the dialogue decision the player made in the response immediately following their own would already suffice, but the way it is presented here is taking away any and all engagement and agency from the player. Not only can the player not do anything to influence the story whatsoever, not even getting the chance to have a single dialogue line differ based on their input, the story doesn't even involve them. You are spoken to, but your "silent protagonist" self doesn't even get to agree with anything told to them. Essentially, you're audience. Not participant.
There is a word of wisdom for everyone who ever wants to write a story, and anyone who actually plans to should google that phrase: Kill your darlings. Every writer has them. A trope, an idea, a motif, a ploy, a character. Something they think is so awesome that everyone MUST love it. You worked long and hard to make them work out, you redid your story 10 times to finally find out how to fit them together, then you realize that it's essentially superfluous. Not necessary for the plot. Not relevant. Maybe even distracting.
It's easily said and a sound advice, but it's terribly, terribly hard to do. Still, in the end, what matters is not you, the writer but them, your audience. That's what you write for. If you write for yourself, what you get is Mary Sue Fanfic. Nobody wants to read that. By the way, if you want to know where the term Mary Sue comes from, google that phrase "A trekkie's tale". This is the reason why you kill your darlings. You want people to read your story. And people don't do that unless they want to, you can't force the donkey to drink.
"Silent protagonists" are a trope of computer games and hardly something anyone complained about here. The thing here is, though, that the story runs parallel to the game but doesn't interact with it. There is exactly one moment of interaction when Hal takes away the ship you're building and given the nature of that interaction, it's something players who already know it's gonna happen will likely try to avoid it (and stall the story in the process, too). I don't know a single game where the story was well received where it doesn't even involve the game you're playing. You quote Half Life as an example of a silent protagonist, which is true, but in Half Life the cutscenes and story elements (as far as I remember them at least, it's been a decade) do blend into the gameplay. They actually affect the place you're in and are necessary to keep the game rolling, so to speak. Yes, it's on rails, but at least it feels like the story is actually interacting with you. This isn't exactly a feeling I get in this game.
Erh... no. Yes, the story itself is ok and fits the world, but the writing is clunky and the characters are unbelievable and cardboard cutout stereotypes. Maybe it's asking too much from a computer game to have believable and interesting characters, but why the hell does it work in JRPGs and why do they have to have a gameplay I can't suffer? I guess I can only have either good storytelling or a game I want to play. :(
If they get someone else to write the characters and story, that may well work out. The base idea is fine, it's just the execution that's crap.
The story is a waste of time. Uncompelling and not even any choices for the player to choose to alter a possible ending.
i just want to skip past it all. especially that dumb chick that won't shut up, and her stupid gay fantasies. They want to complain about forming a union but it's in their contracts that they can't. STORY OVER. STFU and let me break ships.