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)
Re:AMEN (Score:2)
Tutorial cinematics should ALWAYS be skippable. I got frustrated with the Batman Begins games because I got to a spot where you went through a tutorial that took a few minutes then you had to do two fights with no chance to heal between them. The fights
Good example (Score:3, Interesting)
Sands of Time still manages to tell a great story through character monologue and vocal narrative, and that game literally had more depth of character than most games with hours of cinematics.
I always tell everyone to play it just to see for themselves.
Re:AMEN (Score:2)
I could've told you that back in 1997 when Final Fantasy 7 came out, much to everyone's "ooh's" and "ahh's". No one listened to me.
Re:AMEN (Score:2)
Do, don't show
Show, don't tell
In other words, cutscenes are to be avoided as much as possible. Instead let the player work their way through the scene. Player action, then you show things, and then you have the boring exposition dead last.
Videogames as an entertainment medium are still very young. They're still trying to get the gr
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.
Re:Agreed (Score:1)
Re:Agreed (Score:2)
but then I started thinking about old-ass NES games and I realized that back then, cutscenes were awesome (ninja gaiden, etc). Although they weren't drawn out (and you could skip over them), they really enhanced the gameplay. I feel that the reason for that is probably the poor graphics of the old consoles and that you kinda needed cutscenes to make up for it and give you a taste of drama b
Re:Agreed (Score:2)
They actually did something pretty cool when the camera zooms into the back of Joanna's head, and takes you into the first person mode.
And- you can skip the scenes the second time- but not the first. But they are generally pretty short.
Re:Agreed (Score:1)
Re:Agreed (Score:2)
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.
Re:Actually (Score:3, Interesting)
iirc the first (and of course the best) game cinematics were in Karateka.
Re:Actually (Score:1)
Re: Agreed (Score:3, Funny)
Just don't stick in any movies.
Allow cutscenes to be skipped (Score:1, Redundant)
Re:Allow cutscenes to be skipped (Score:1)
Knights of the Old Republic allowed you to escape these, except if it required interaction, in which case certain sub-sequences had to be sat through. (Most notably, the battle vs. the final guy in the arena on the initial planet is tough,
Re:Allow cutscenes to be skipped (Score:1)
Re:Allow cutscenes to be skipped (Score:1)
Hence I needed every last split second, which allowed the very first volley of grenades yet give me time to run away from his first volley.
Actually, the 4th time I played through the entire game, my Guardian was so powerful, and had such an amped lightsaber, that I 2-shotted the undead dark lor
Re:Allow cutscenes to be skipped (Score:2)
As someone else pointed out, it would be nice if pause, rewind and replay were also standard requirements. Sometimes when these things kick in, you're not always in the right state of mind to take proper notice of any important information they may be giving.
Re:Allow cutscenes to be skipped (Score:2)
Also, for the Xenosaga comments below, thankfully it will let you skip or I'd have killed them. (For fair time, I'll link to http://www.onegaistudios.com/ [onegaistudios.com]
Now a rewind button is what we really need for those times the kids just *have* to show you something at the wrong plot point in the FMV
Xenosaga anyone? (Score:2, Interesting)
Re:Xenosaga anyone? (Score:2)
Re:Xenosaga anyone? (Score:1)
I always enjoyed watching the cutscenes in Final Fantasy games, and i'm sure any one else would agree.... so beautiful.
Re:Xenosaga anyone? (Score:2)
Re:Xenosaga anyone? (Score:2)
Re:Xenosaga anyone? (Score:1)
Admittedly, i have played other RPG's where all the cutscenes have just been in-game graphics, and were totally boring and it wouldn't let me skip them. Those types are definately annoying!
P.S. Square-Enix haven't been called Squaresoft for years now
Re:Xenosaga anyone? (Score:3, Insightful)
Re:Xenosaga anyone? (Score:2)
I'd hope that the DM would be setting the scene and adding atmosphere rather than doing some of the things that happen in computer game cutscenes. Do they describe events and conversations that the players shouldn't have knowledge of or take control of your character to do and say things that wouldn't have made your character to do?
Cut scenes have always been here (Score:2)
Set the wayback machine to the early 1970's. Back then I used to play Colossal Cave a lot. It was one of the original text adventure games, preceding Zork by at least 10 years. When I played, it was on a chugga-chugga-ding!ding! teletype attached to a 110 baud modem, which meant 10 characters per second. When you got to some place where the author wanted you to be suitably impressed, he'd "tart up" the description, runni
Re:Xenosaga anyone? (Score:2)
When game designers make games they have to work out if hit and miss content like this skippable. Even if they make it skippable the type of person who wants to skip content like this is going to be annoyed if they think they are missing out on something.
In a multiplayer game marmite content like this really has no place, unless everyone in the party likes marmite. (http://www.marmite.com/ [marmite.com]
Re:Xenosaga anyone? (Score:1)
> Some people really love cutscenes and others don't have much time for them.
The first time I played through BG II, I was playing co-op, and I watched the cut scene when my buddy didn't. Of course, it was a lot of scrolling text, but the same effect was achieved.
Re:Xenosaga anyone? (Score:1)
If you have already seen the cutscene, then you know you are going into a situation where one will be played; you really have no reason to complain that you didn't know it was going to happen. If others in your party have n
No they are not (Score:2)
You may defend that crappy cutscenes supporting a rubbish storyline hurt games. The emphasys should be, however, on rubbish storylines killing gameplay. Cinematics merely amplify the impact of the story on the game bundle.
Re:No they are not (Score:2)
Then again, maybe there's a reason there aren't any games like Wing Commander made today. The last best sci-fi fl
Zelda (Score:1)
It only happens the first time you approach the guy, but it sure is annoying.
FMV is Largely Spectacle (Score:5, Interesting)
Its kind of how a soldier IRL is given a set of orders but is rarely given a great deal of context regarding their orders outside of the immediate need of whats required to complete their mission. Johnny Soldier just needs to know that he needs to storm that building and secure 3 known surviving civilians and eliminate any hostiles. Whether that building was is additionally the center of a complex political plot involving several governments and trans-national companies is largely irrelevant to his mission.
Games with FMV will give you a nice 5 minute cinematic on that whole political plot and then will put you, virtual Johnny Solder into the mission with the actual objectives (secure building, rescue civs, eliminate hostiles), and in the end, that whole cinematic doesnt matter one bit when completing your mission so long as you just follow your objectives. Maybe a scripted event happens relating back, but more often than not, theres only the mission. This is also partially to blame on the saturation of purely linear stories and largely non-open games. The future is surely in games like Elder Scrolls Oblivion rather than Final Fantasy since while Final Fantasy may tell some nice stories, the games are little more than interactive showcases for stories. Don't get me wrong, I enjoyed FF as a kid but these days I prefer the gameplay itself to be the sole means of telling the story as well as the ability for emergent gameplay as the article said, and non-linearity. Heres a salute to all those that are forging that road into the emergent future.
Re:FMV is Largely Spectacle (Score:2)
Re:FMV is Largely Spectacle (Score:2)
Those games didn't have cinematics. They didn't (really) have storyline.
They had keys.
You hunted keys. And blew up monsters. And it was fun. There was no real premise. It was an amazing game.
And not a single cinematic to ever draw you away from it.
You know what else was a great game? Quake 3. You know what the storyline of that game was? "The arena gods want you to fight!" and that was it. One of the better deathmatch games of all time.
Pe
Re:FMV is Largely Spectacle (Score:2)
I hate the cutscene installation. (Score:2)
Hmm... (Score:2)
Its all relative (Score:2)
In some senseless shooting games, it might be pointless to have cutscenes, but in some games where a story is told its nice to watch them.
I am playing Age Of Mythology right now and I love the cutscenes. After every mission that I complete I see a small cinematic on whats going on and I love it since I still feel I am immersed in the environment, and it gives me a small breather before going into the next campaign.
I agree. (Score:1, Redundant)
If only cinematic cutscenes... (Score:1)
Finally! (Score:2, Insightful)
Resident Evil 4 did cut scenes right (Score:2)
He handed the controller to me and I died a few times because I couldn't tell where the CGI sequence began and ended which resulted in me having to start playing right away. I was finding myself just sitting there waiting for the screen to cha
Re:Resident Evil 4 did cut scenes right (Score:2, Interesting)
Some people hate cutscenes, but when they are done right they can be awesome. Warcraft III comes to mind. Another game that blew me away was FFX when I first got my PS2 (at least the opening scene -- some of the dialogue scenes were interminable).
Re:Resident Evil 4 did cut scenes right (Score:2)
Re:Resident Evil 4 did cut scenes right (Score:1)
That said, if you played the game from the beginning you would have no problem telling when it was game and when it was cinema. Really it only would show a cut scene when introducing a new area, enemy boss, etc. It's pretty obvious when it switches control back to you as it resumes the regular play FoV.
Still a stunning game.
Re:Resident Evil 4 did cut scenes right (Score:1)
Re:Resident Evil 4 did cut scenes right (Score:1)
Read the review first! (Score:3, Insightful)
Comment removed (Score:3, Interesting)
Re:Whatever happened to those FMV games anyway? (Score:2)
Re:Whatever happened to those FMV games anyway? (Score:1)
Re:Whatever happened to those FMV games anyway? (Score:2)
5 disks of a crossover between monkey island and Hercules/Xena, with an Ian Anderson-like character playing God. (the guy who turns the stones to warp you back in time)
Most of the reviews for it are bad, but if you like Rob Schneider's humor you'll enjoy it.
XenoSaga (Score:2)
Re:XenoSaga (Score:2)
Re:XenoSaga (Score:2)
Re:XenoSaga (Score:1)
Personally I enjoy RPG's that have short dungeons and then a short cutscene and some plot development as a reward for finishing the dungeon.
Don't Show It - Let Me Play It (Score:1)
Re:Don't Show It - Let Me Play It (Score:2)
That's nothing compared to the fact that some cutscenes somehow render the Player Character magically impotant.
As you know, those PCs have aim-bot accurracy and reaction time but as soon as they enter a cutscene, their arms are permanently locked into the lowered state. The PC can already take out armies of Level 60 Dragons, but is mercy to what amounts to a normal inchworm.
I can't stand these things (Score:1)
I agree (Score:1)
Re:I agree (Score:2)
For me, I am probally one of the few, Half Life just didn't work very well. The in-game 'cutscenes' sounded like a nice idea on paper, but most of the time I just ended up standing there asking myself what the heck I should do and especially *why* I should do it. Since the game didn't have a real intro, explaining who I am playing and what I need
Cutscenes can be essential... (Score:2)
Starcraft, anything by Bioware, Halo, Final Fantasy and others use cutscenes to advance the plot and also tell you what you need to do. Some games abuse them, many don't, and I know that a lot of them wouldn't be anywhere near as good as they are if there weren't any cutscenes.
Playing games is fun, but lets also experi
Final Fantasy 7 nightmares! (Score:1)
Re:Final Fantasy 7 nightmares! (Score:1)
It's only my favorite attack of all time.
Re:Final Fantasy 7 nightmares! (Score:2)
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.
David of Charlie and the Chocolate Factory (Score:1)
Half-Life (Score:2)
Even when HL2 had fixed pov cutscenes (the teleporter, the citadel, etc), it was still from the first person POV, and you could still look around.
Even if you have your character talking and holding conversations, keep that from the first person perspective.
I'll admit that there ar
Re:Half-Life (Score:2)
Re:Half-Life (Score:1)
Re:Half-Life (Score:2)
Re:Half-Life (Score:2)
There is something about HL1 and HL2 that has kept someone like me with an extremely short attention span focused on it long enough to play through
Re:Half-Life (Score:2)
What I'm actually doing is harassing drsquare. Immature, I know, but I get tired of the way he whines at everybody he disagrees with (which is pretty much everybody) usually without getting his facts straight or even p
Huh? (Score:3, Interesting)
Handholding is a different issue:
I often rant to my console gaming friends about how games USED to just make early levels more forgiving and let you learn how to play by PLAYING, but for some reason game designers feel like they need to subject you to a two-hour tutorial level at the beginning to teach you how every little thing in the game works. Next to the issues in the above paragraph, I think excessive handholding has contributed the most to making me stop playing a lot of games over the past few years.
Re:Huh? (Score:2)
Cut scenes and Kingdom Hearts (Score:1)
Fight 20 enemies.
Watch 10 minute cut scene
Fight Enemies.
Watch 20 mintue cut scene.
Repeat
Although the cutscenes are interesting, it makes me feel like I'm not playing a game, but rather watching a story where I occasionally get to beat up bad guys. In one section there was a room full of treasures che
Eternal Darkness (Score:2, Interesting)
I loved that whole game and never really minded the cinematics until I got to the boss, had my ass handed to me, and tried it again.
So I load up my save, walk through the portal, and sit through probably three weeks of badly compressed video. I mean, that first time I wouldn't have thought to skip it- it was helping develop the story. Check out those elder gods! Second time? Don't need it. Just let me g
agreement: (Score:3, Interesting)
Let me tell you, a serious game Dev project involves about 60 people and 12-18 months. A whole lot of that time/effort is spent building the graphics. This involves artists working long hard hours pushing pixels and vertexes around, just to get models, textures and UI ready.
So why do game projects often take a good half the artists and devote them to these big, expensively rendered, extravagant FMVs? It is especially maddening when you consider that they are almost always skipped by people eager to get to the game play!
It's all just a matter of self-serving ego or laziness. The artists want 'hot' stuff on their reels, especially since the vast majority of them are sad-sack losers wishing they worked at ILM or Pixar. The Art Directors need to show their state-of-the-art grasp of tools like Maya and 3D Studio (watch for how often 'realistic' looking smoke, fire and water are used in these FMVs) and their ability to wring the fanciest looking stuff out of their artists... The producers go along with it so they are able to show non-gaming bean counters and check writers something flashy in a dark conference room, and the marketers are all behind it so they can show the flash at g3 and the other garish, cheesy game conferences. Last, we have the designers, who leverage these FMVs to give a false sense of 'depth' by establishing some silly context for their weak or uninspired game design.
In short, these FMVs represent and tie together all that is disgusting and pathetic about the game industry, with a very short list of exceptions. They are both the cause and the effect of and endless cycle of crap games, cheesy spectacle, increasingly more expensive and less entertaining choices we have today.
*gasp* Video games with plots! (Score:2, Interesting)
The problem is not the cinematics, it's the crappy implementation of them.
I don't mind the FBI warning
This was especially bad... (Score:3, Funny)
It's only going to get worse when the Tetris MMORPG is released. You have to talk to the RED L-shaped piece to go on a quest to defeat the evil 4-blocks-in-a-line monster, but get a magic item from the zig-zag piece first.
The shortest in-game movie sequences? pac man.
Re:This was especially bad... (Score:1)
And I believe, the first in-game movies sequences.
What's funny is how many times they've tried to build a world (and yes, cutscenes) out of Pac Man, and still keep trying to do so. It's not far off from your Tetris MMORPG.
Cinematics (Score:2)
They didn't know how to use the medium so they just taped plays and tried to show them in cinema's.
Game makers are using film in an interactive medium, why?
Video games are currently a mixture between classic skill and strategy games and film.
Sports became platformers,
Martial arts became fighting games
Chess became things like Quake and CS (Ask anyone who's getting
Adds to the cost (Score:1)
Good games don't need this.
Balance and requiment (Score:1)
Soooo 90s (Score:2)
Cutscenes are not bad per se. You just have to do it right. A great example of a game where the cutscenes where like they should is Anachronox.
Re:Soooo 90s (Score:2)
That having been said, it is one of the best unfinished games of all times in my book. And as you said, it makes supurb use of scripted sequences and (my own opinion) voice acting.
FMV is a tool but it's being overused. (Score:1)
When FMV really became popular/possible around the N64/playstation time there were good reasons to have it. Twenty seconds of FMV can explain more about a situation, the motivation of the character, the relationships between the characters and why the player should give a damn than a half dozen pages of text (which
What I hate... (Score:1)
Some games, like God of War, are impressively enhanced by the cutscenes and how they add to the storyline.
Re:What I hate... (Score:2)
FO2 anecdote (Score:2)
Final Cutscene (Score:2)
Be Selective... (Score:1)
Black and White, anyone? (Score:2)
Re:I think hes off base. (Score:2)
Re:I think hes off base. (Score:2)