Over the years, I have seen perhaps a majority of the fans of the EV series who declare that the story is more important than graphics. There is a somewhat smaller number of people who believe that the 2 are equally important. And then there are those honest few who believe that the latter is more important than the former.
Though personally I identify with the first group, I am still going to get Homeworld 2, despite its absolutely worthless story. I don't think it's an exaggeration to say that the ATMOS team can come up with a better story in an hour than what the people who made Homeworld eventually came up with. Of all the discussions of Homeworld I have seen on the Internet, practically nothing is devoted to its story.
The interesting thing about Martin Turner's Frozen Heart is that years after it was released, there were still people who asked about the final choice made in Femme Fatale. There were still people who want to know whether Alana would get together with Lars.
In contrast, Bomb's Reign of the Voinians provided very good entertainment but I have yet to see any serious discussion of its plot. AnubisTTP's Polycon plug is obviously another very entertaining plug-in. But though I have seen countless questions about how and where to get the best weapons, I haven't seen any serious discussions about the plot itself.
I have seen countless threads here talking about how to make a certain kind of outfit work or people asking about the best graphics software.
But where are the questions about what kind of a story appeals to people? Where are the questions about how people get their inspiration for their stories?
What about realism? How much realism should a story contain? (Sadly, "realism" cannot be measured with a ruler or in megabytes.) I still remember the early part of Frozen Heart where the player takes a mission to Rigel and is obligated to remember a specific code word. How much treachery, deception, betrayal,... should a story contain?
I'd really like to see a discussion started about whether there are certain fundamental principles that underpin memorable stories and separate them from mediocre ones.
Personally, I think the reason why the art of crafting stories is not much discussed here is because it is very difficult to come up with any hard rules. I have seen plenty of literary critics puzzled over why a book like Harriet Tubman's Uncle Tom's Cabin was so influential when, in their enlightened opinion, it was second-rate, at best. There is no shortage of such puzzlement over everything from Dostoevsky's Crime and Punishment to Cervantes's Don Quixote. Yet these are the books that have withstood the test of time (perhaps the only objective test for a story) and usually, the books of the critics are the ones forgotten after a month.
How many TCs and extension plug-ins for EV/O have been released? Why is it that Frozen Heart is remembered better than most?
Shakespeare's plays are still being staged and frequently move onto the big screen. As gifted as writers like Tom Clancy, Michael Crichton, and John Grisham may be, how many people seriously believe that Jurassic Park will be taught in schools 3 centuries from now?
Who among us will have the courage to declare to the rest of us that he is currently at work on (or already has completed) a story for his plug-in that will be remembered for a very long time? What secret ingredients did that person use? Can he actually deliver on his promise?
At the very least, how many of us have stories as long and involved as Frozen Heart?
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