This is only relevant if you claim that plot is the only driving force behind a game, but that's clearly not the case. Plot, and you can expand that to encompass the setting as well, is only one possible aspect of a game that can drive players to continue with the game experience.Captiosus said:Meantime, you get the latest Zelda and you already know the plot. Get the latest proper Mario game (as opposed to games that throw Mario in to try to get more sales from the mascot) and you know the plot. Ditto for Metroid. Other IPs that used to be big: Pilotwings died with the N64, F-Zero has been declining (even though GX was one of the best, IMO, but limited because the Cube played 3rd string behind the PS2 and Xbox), Pokemon is the same repetitive RPG or fighter.
It's not even necessarily the strongest driving force in games. Sports games don't have them, racing games don't have them, puzzle games usually don't, management games don't, MMOs don't... And those categories can contain some ludicrously successful games. The Sims doesn't have a story at all, bar the one made up in the players' head, but that hasn't stopped it selling approximately fourteen squillion copies to everyone and their mum. Hell, in some cases, you can be playing a game simply for the satisfaction of overcoming a difficult yet entirely arbitrary challenge.
So yes, you "know the plot" of most Zelda games as soon as you pick them up, but that's not really important, because the point isn't the plot, the point is exploring the world, gradually picking up abilities and figuring out how you can use them to get to that place you saw but couldn't quite reach, and in that respect even saving the same damn princess for the umpteenth time can remain fresh and interesting, as new abilities come in, like the spinner, or water bombs, and open up new types of challenge that the game can throw at players.