keeveek: Well, I live in a country where we had chinese "fake" NeS console, so maybe it was more visible, because the Chinese made quite a lot clones on their own.
Just to mention, as far as I know, the console was made in Taiwan. And most of the fake games came from Russia. We don't have to blame Chinese for everything :D
orcishgamer: Is the whole point of this thread to defend a shitty control scheme? The reason developers standardize on common control themes (such as twin stick) is that they don't have to give you an obtuse tutorial (or alternately present you with a frustrating and confusing experience with no tutorial) if they just stick to convention.
It's a hard thing to define what's a 'shitty' control scheme. I, for example, have sometimes a lot of fun discovering and learning an unusual control scheme instead of bypassing this part and jumping right into the 'mastering' phase. That's one of the reasons why I like to play many different games instead of just sticking to one. And that's also the reason why I am a retro gamer (instead of nostalgia - im too young for that) - becouse unusual controls is something that sets oldies apart from today's games. It's only after some time that I discover, probably on some forum, that the particular controls should be called 'shitty'.
The big emphasis on convention and the "easy to learn, hard to master" formula is not something I like, becouse the learning part can also be much fun. Of course old times were also the times of convention, but one can argue, that during the old times the major companies had a much easier time experimenting with the formulas – this may be the NES thing that the creator of the thread was talking about. The big ones were pushing the new ideas, while the small developers jumped on the bandwagon as the copycats. Today it's mostly the other way round.
But, on the other hand, one cannot deny that something like a 'shitty' control scheme does exist. To a point it's a subjective thing. It's all about the line between 'unusual' and 'shitty'.
orcishgamer: No, that's just an example of someone doing a fucking terrible job relating a terrible story. It has fuck all to do with whether the game merited one or not. Note, even Serious Sam had a "story", if you were looking. Journey has a story. You don't need a narrator or a cut scene to present one. You're just presenting a ham handed attempt at story telling as a disconnected argument. You just as well might say we never need stories in any games, because, you know, they might turn out to be bad stories.
BTW the cheesines of Serious Sam story is, i think, quite intentional and is part of the charm (don't know about SS2, as i've never played that one).
Again, it's a difficult thing to say whether a particular game needs or doesn't need a story. But it doesn't mean that the question itself isn't unjustified - there is certainly some relation between gameplay and possibilities of storytelling. I think there's a pressure for games to create worlds, narratives, that we can escape to and forget that it's just a game. But I actually like when the game is very 'gamish' - that's why I like pinball for example, becouse no matter how much narrative you add, it's still a pinball: a ridiculous game, where you try to not let the ball drain using the flippers. Why? Not becouse draining the ball sets a thermonuclear reaction that destroys the universe but becouse a) it's hard b) it's fun.