Why video game cutscenes should be eliminated
I don't know about you, but after playing through countless hours of video games saving the world in more worlds than I can count, I've grown tired of the same old thing. I can live with sword fights and looting, but more than anything else, I'm sick and tired of cutscenes that break up the action.
Can anyone give me one good reason for why cutscenes are really that necessary? Sure, they help move the story along and I can appreciate that, but I don't need fancy renderings of my pixelated heroes talking to each other when all I really want to do is slay some more beasts.
As far as I can tell, this idea of cutscenes, which was made brutally unbearable by Hideo Kojima in the Metal Gear series is nothing more than an attempt by game developers to display their graphical prowess and make a video game feel more like a movie.
I don't want a movie. I want a video game.
More than likely, some of those who enjoy cutscenes in games will say that I don't appreciate the art that goes into gaming, but it's actually quite the opposite. In fact, I consider video games a unique art where the viewer can actually participate in creating it. But because I feel that way, I think I should be interacting with the title in order for it to be considered a full-fledged piece of art.
And although I feel this way, it's quite apparent that I'm in the minority. As I see it, more and more games are utilizing cutscenes that tear you away from the action in order to push the story forward.
I think it's a mistake.
Part of my love for video games resides in my desire to be immersed in the world I'm interacting with. Unlike a movie where I'm nothing more than a spectator looking at a screen, video games provide me with the opportunity to be the hero (or villain) and become the star of an on-screen performance. In essence, I value immersion more than anything else.
But when a cutscene drags me away from that world and forces me to watch, well, me, interacting with others, fighting in ways that I'm incapable of or doing things that my own controls won't allow, I'm taken out of that experience and made a spectator. And while it's nice to see that the characters look great, I couldn't care less -- I want to be put back into that environment.
Now, I know what you're thinking: "But there are a bunch of games that play cutscenes in-game." Surely some of you would say Halo does that to some extent and others would argue that Call of Duty 4 has some of that as well. And while that's true, there's really only one title -- Bioshock -- that has done it enough for me to justify saying that that title has what I'm looking for.
If you haven't played Bioshock, you owe it to yourself to do so. But if you have, you probably realize that throughout much of the game, you're able to walk around, look around and do almost anything you want during cutscenes. And although the story is being moved forward during this time, it's allowing you to stay in character and play as if you're being spoken to or directed.
But alas, Bioshock is by no means the norm and unfortunately, most games still force you to play for a while and then stop before action resumes.
No one is sure what the future of video games will look like, but rest assured that until cutscenes that take me out of the action are eliminated, I will not be happy.
And neither should you.
Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.







For example: Final Fantasy X had some of the most beautiful cutscenes ever made. Does it distract from the story? No, because it allows you to take a break from the controller and just watch a short clip. The clips themselves aren't parts of the story you need to interact with.
What actually bothers me is when you're in a game and you have to press X countless numbers of times to move the dialog forward.
"How are you, Snake?"
Click
"Fine, sir"
Click
(and this goes on for 3-4 minutes. Click click click)
So, I do see your point, but IMO, cutscenes have their place if they're used properly.
Of course, it's been nearly ten years since I had that first experience, and it's really upsetting to think about how little I've been able to experience I game in that way since. Bioshock is a really outstanding example, as is Half Life 2. I'm sure there are some others, but the list is short enough for it to be considered a real issue.
And the problem with fully incorporating the info from non-interactive cutscenes into interactive gameplay is that it makes it possible to miss information important for advancing the game, if you happen to be doing something else that distracts you. Audio cues in a world of 5.1 surround sound game environments are particularly prone to be missed.
Cutscenes is but one tool used by game developers in delivering an entertaining experience. Just like dialogue, gameplay, level design, music score, they all help to either immerse you, or to invoke/provoke a response that the developers deem appropriate. Sure there are times when these tools are abused or used clumsily to the opposite effect, but that should not invalidate them as a component of game design.
I don't really see why one would prefer to have the ability to walk away (not out of the room mind you) and swing a crowbar at a wall while a character is speaking to you, over a cinematic cutscene? It really isn't like you were robbed the opportunity to change the narrative or anything?
As for players helping to create the experience, well, books literally dictate every word of the story to its audience, and yet people with imagination still tailor-design their individual version of the story in their minds. Just because cutscenes are employed, it doesn't make a game's narrative any less personal.
But yea, as you said, no one is sure what the future of video games will look like, but according to you, it seems that it should be about making you, the admitted minority, happy!
On the other hand, I adore the cutscenes from Diablo II: Lord of Destruction, and some of them I will watch every time I play through. That's a game that definitely needed the breaks at those points, and it filled in backstory in a way that NPC blather couldn't do.
I play the video game to escape reality for a brief while... and find myself getting frustrated during cutscenes like in Lost Odyssey (they were forever... and numerous). I stopped playing it because I couldn't stand all the scenes and dreams. After a brief fight in the beginning, the next hour of gameplay was spent watching cutscenes / dreams and walking around the city talking with people (although the story is very linear so talking was pretty useless).
Call of Duty 4 did a good job with the cutscenes as well... because they are short and could change your perspective during them (i.e. move your head).
My opinion: Keep the cutscenes to a minimum or execute them like Bioshock, else you lose people. In fact, during most cutscenes that is a good excuse for me to grab a drink, a bite to eat, or use the restroom. But why? Just make the game and let me pause it if I want to watch a movie I will turn it on HBO.
i don't mind a short cut scence now and then to help create a story line but too many that are too long are a waste of time
Crysis does this too.
One thing that gets me is when a fake wall is in the way until the cut scene is complete.
Example: During the scene wherein you first meet a Bouncer and it's girl, the bouncers beating the crap out of the splicer who tries to grab her. Great, after it's all said and done, the padlock illuminates and you smash through.
Why couldn't you smash the padlock beforehand? Because it wasn't time yet.
This is just as bad, if you ask me.
WHOA that was a trip
"No one is sure what the future of video games will look like, but rest assured that until cutscenes that take me out of the action are eliminated, I will not be happy.
And neither should you."
Uh, cutscenes in games are how developers advance the plot. Obviously there are some games that take it a little overboard, but even the original Metal Gear Solid codex cutscenes were completely tolerable and interesting for anyone playing that type of game in the first place. Unless you want to keep playing games with uninspired storylines, then you need cutscenes in your games. It's just a kind of ridiculous statement to say that cutscenes in games are pointless. What are you going to write about next week, how ignorant it is for developers to put any dialouge at all in games? Most true gamers are just as much about the background story in single players games as the action itself. Can you imagine Metal Gear Solid or Final Fantasy VII without cutscenes? Would that be your idea of a great game? I seriously hope not.
- by RealGamer September 28, 2009 6:32 AM PDT
- I think we can all agree, that Don Reisinger is a ******* moron who shouldnt be allowed near any next gen console for the rest of his petty life. U dont want cutscenes? go play Nintendo, Sega, or Atari.
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