Comments on: Why video game cutscenes should be eliminated
Don Reisinger is sick and tired of cutscenes that reduce his immersion in the title. Of course, he's in the minority. Or is he?
Don Reisinger is sick and tired of cutscenes that reduce his immersion in the title. Of course, he's in the minority. Or is he?
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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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