Cinematics Are Killing Gameplay? 132
Howard Brown writes "David Rodriguez is a Lead Game Designer at High Voltage Software. His latest article on Buzzscope discusses videogaming's overabundance of cinematics, and how their misuse is taking us further and further away from what videogaming is all about." From the article: "I made it perhaps three virtual feet before managing to trigger another cinematic. Silently biting back a curse I again attempted to button through it, but those rat-bastard developers were bound and determined to have me watch their cinematic magic. Idly tapping the button, as if hoping that somehow the rules would change, I sat and listened as some NPC taught me all about targeting."
AMEN (Score:5, Insightful)
Agreed (Score:5, Insightful)
Cinematics are killing gameplay in many games... not all, something like an RPG, or a graphic adventure should have gobs of them, but I shouldn't have to sit through 5 minutes of cinematics before I start running and jumping in a Sonic or Mario type game... Cinematics and story in general are great, but they should be used in moderation when the story is not the main focus of the game.
Another issue is that cinematics can take gamers out of the game, and kill that adrenaline rush they had going. Making them short and sweet, and always using in-game graphics whenever possible is the best way to remedy this. Sure, those hyper-realistic pre-rendered cinematics are pretty and all, but it reminds you subconciously that this is seperate from the rest of the game.
Another big gripe I have for cinematics is that developers want you to watch these movies, but they don't give you a decent control mechanism like you have for DVDs and such. Whenever you're watching a cinematic you should always be able to hit start/pause and be able to replay or skip them.
Finally! (Score:2, Insightful)
Read the review first! (Score:3, Insightful)
Re:Xenosaga anyone? (Score:3, Insightful)
direction, narrative and context (Score:3, Insightful)
1. Cutscenes are a favorite critic whipping-boy. Nobody likes them in theory. Well, except for the ones we like.
2. Big problem with video games is the underlying amateur attitude. You give developers huge teams and big budgets, and they get to the cutscene or the fancy camera angles and they ignore the fact that cinema is its own art, with its own rules. Frankly, I don't have a problem with a cutscene, or a part of a game with cinematic elements, if it's done right. An example of this would be the distinction between description and narration. Consider a Covert Ops mission or a social dinner party. Both of these involve a bit of "setting the stage": The FRAGO, The invitation, the layout of the swank uptown digs, the brothel where General Manfredsohn's mistress works. A cutscene is a fine way to show these elements (provided you can skip through it if you've seen it already). Or anything that involves boring, repetitive action. After I've made the drug score, I'm not going to mind a montage of driving around town, delivering it to my boys with Curtis Mayfield in the background.
But as it stands, it seems that many of these games get it backwards, and use cinematics for the narrative, and leave to the player the boring stuff better spent in montages. When they do get the purpose right, there's no guarantee they'll follow the basic conventions of direction, which are necessary for describing space in a coherent fashion. Instead we get gee-whiz camera angles, flyin gcameras and superzooms.
Grow Up.
Actually (Score:5, Insightful)
Only in the later console generation have we had oodles of over-produced, pretty animated sequences to look at. If you look at PC RPGs they continue in the more traditional direction: YOU are the player, and YOU tell your own story. If I want to play the role of another character in another world, watching someone's camera work and seeing the character I'm supposed to identify with speak his own mind without my input, I immediately detach from the experience.
Say no to Cinematics. Save Lives.