Daikatana tried to have a story in a FPS long before Half-Life
Half-Life came out long before Daikatana.
...once John Romero was gone, Id reverted to John Carmack's view that a plot is as needed for a game as for a porno movie.
When Romero was at Id, none of their games had plots, either. They didn't revert; they remained consistent.
So me say just one thing: if a _quarter_ of the people posting all "Daikatana sucks!!!" all over the place had actually played the fucking game, it would have been a major commercial success. It would have probably outsold The Sims.
Are you being facetious? Daikatana's target audience was hard-core FPS players. The Sims reached out to every segment of the market. What a ridiculous statement! You are greatly overestimating the number of people who read game sites at the time. Your general gaming audience had never even heard of Daikatana, and the name "John Romero" was meaningless. They saw an ugly red box with a silly title and bad graphics. That's why it was a poor seller.
A lot of people still bitching about how bad Daikatana's design or gameplay supposedly was, still haven't actually even _seen_ that design or gameplay.
The first level of the demo consisted of killing small frogs in the rain. The whole level. Design genius? Perhaps in an abstract fun-is-not-cool hipster universe. But in this world, it was stupid, and pointless.
> The game design wasn't particularly bad
"I CAN'T LEAVE WITHOUT MY BUDDY SUPERFLY!"
QED.