@cybereality said:
I think it's good to keep things mysterious. Have just enough art/dialog to make it seem intriguing but not go too far with the story. I thought Doom Eternal did a pretty good job with it. They actually gave Doom a story, but it is abstract and confusing, and does not distract from the action. Just enough to give you a reason to play.
Agreed. Mystery, ambiguity, just hinting at things... all great narrative devices that entice imagination, and let the player fill in the blanks. I find these things much more stimulating than hearing the story verbatim.
The "story" in Doom Eternal fits perfectly, but that game could really get away with anything posing as a story. It's an ultimate masterpiece of fps gameplay. I wouldn't say though that Doom didn't have a story before. If we look back at various installments of Doom/Quake there was always a tendency towards what we today call "environmental storytelling". It's actually my favorite approach to narrative in games. I happen to be a Dark Souls fanboi, and Dark Souls just excel at this.
There was a minimal impromptu intro blurb in the Cog prototype that I think worked well together with city names to create some basic narrative structure to an otherwise very abstract game. I'm not much of a writer and English is not my native language so brace yourself. All your base are belong to us.

The sketches I post here are highly non-committal, done mostly for fun. Maybe something usable develops, otherwise I'll revert to text only. Here's some more:
