Menegrothx wrote:Maybe so, but you'll miss out the best parts of the movie/book/game. Usually it's just a few key moments that make a story great. And you need those mundane parts of the story to give meaning and context to those key moments. If you only play the mundane parts, you'll never get to see how good the story gets and you won't understand why it is great when people hype it. And likewise if you take some of those key moments out of context, they aren't that great when you're missing out the events leading up to that point. And that's what's so harmful. When people who haven't seen the good parts of the story start going around saying "oh it's so overrated, I played it and it wasn't all that good, don't trust those people who say it's a great story".
Ack wrote:A limited experience of it may still be enough to impart ideas about style, theme, and even moral.
Not if the story has a twist that changes everything (see From dusk till Dawn).
I've seen From Dusk Till Dawn, and the truth is, context clues led me to expect something terrible was going to happen before the monsters even showed up. Yes, major plot points may be missed, but if a story is well crafted, there will be context clues and foreshadowing to influence the story and drive the plot to its ultimate end, and the person experiencing the media only partially will still pick up on these subtle clues.
Furthermore, a few key moments do not necessarily make for a great story. A story that focuses on a few exciting and interesting key set pieces is not a great story if everything between those set pieces is drab and uninspiring. A truly great story experience builds, either tension or excitement, and a person experiencing only a piece of it should detect that build.
Since it seems so much of the focus of this has been on Deus Ex, let's focus on how that story builds: yes, there are important points late in the game that do not appear early on. But the building of the story starts with the beginning, on the first island, as you learn more not only by communicating with others, but also by seeking out newspapers, emails, and other important information artifacts which help build a back story to the world. And I can understand why some folks dislike the way the story was presented, because a)a lot of this information is redundant, and b)a lot of it has to be sought out. I've beaten the game multiple times, and continued the story in both the sequel and prequel, and all of these games require this intentional interaction to get the full story. I can also see people arguing against presenting a story this way, because it can easily become confusing, especially considering that this was an early example of this kind of storytelling, where the idea is not yet refined.