There's a few problems with what you're suggesting.CannibalCorpses said:If you've been playing games for over 2 decades then you know that games didn't really bother with stories back in the day, it was all out gameplay with barely anything else. You might also have noticed that since stories have become more prevalent in games, the difficulty has also dropped to such a point that any fool can finish 90% of games without really having any problems. I know there are more reasons to the decline in difficulty than just story but i do think it factors into it at some level.
When i started gaming it was an intro screen and an ending screen and sometimes a screen or 2 inbetween and the rest was pure gameplay. The story wasn't irrelevant because it wasn't even present. You had a game title to go on and that was it. That was the gaming industry that i joined and helped to make popular when barely anyone was interested in gaming at all. Jump forward 25 years and we are discussing plot twists and storyline like they even remotely add anything to the gameplay, the core element of gaming. All we need now is some comments on graphics and we are basically talking about interactive movies rather than games.
1) Difficulty level has little-to-nothing to do with incorporating story. The level of difficulty is a side effect of gaming becoming more popular. The creators want to make more money, so they want to appeal to as wide a base as possible. Games like Battletoads are not conducive to that, as the average person who picked up and played it would get incredibly frustrated in minutes and return it, losing them their sale.
As a consequence of such, the average difficulty in games has gone down so that the average person will finish and, more importantly, keep it.
2) Story adds quite a bit to gameplay. Not to the actual mechanics, but to the player. It gives context, which can take a good experience and make it richer, or a bad experience and make it palatable. It gives you a reason to play, and to continue playing, that actually has substance beyond "herpaderp I gots da hi scur!". It also allows games to move away from the aforementioned scoring mechanic and use some more nuanced gameplay that doesn't need to be constantly graded and scored.
Story is not necessary by any means, and a good game is still good without it, but it can and does very frequently make the experience significantly better.