Excuse Me, Your Cut Scene is In My Game 142
Via GameSetWatch, an interesting critique of game cut scenes at the blog ItBurns. He compares and contrasts several games and their use of story, gameplay, and in-game movies (with video) to get across his point. "Splinter Cell takes a more simulative approach to many of the character interactions that occur in the game. In the next clip, Sam Fisher grabs his target, Sadono, from behind and places a gun at his temple. Using Sadono as a shield, Fisher backs towards the door and forces Sadono's head into the retinal scanner to open the lock. Fisher continues through the doorway towards the roof, interrogating Sadono as they walk to the waiting helicopter for extraction. At no time during this sequence does the player relinquish control."
As opposed to Xeno Saga... (Score:4, Funny)
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"Xenosaga: Hey, you got your GAME in my CUTSCENE!"
Rendering Power (Score:2, Insightful)
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I don't think this guy cares if they are movies or if they are rendered in the game engine (though movies are more jarring especially if they look better than the game play). I think this guys complaint is that you don't have control over the character.
In the Splinter Cell example he likes the fact that the player always has control. I haven't played the game but I wonder. He describes the actions the character goes though and says that they player has control, but is this still basically on rails or cou
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On top of that, I believe right after that there's a.... cut-scene. The type where you watch a little movie.
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If, by freedom, you mean the ability to dive away from the plot into inanity then the ruler has got to be Ultima VII. You could not only completely abandon the quest, but take up and progress in many profitable jobs from blacksmithing, to carting goods and produce, to baking, to piracy.
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-l
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I suppose the key is how quickly you get bored, or, put differently, how enjoyable the game is in terms of its actual gameplay.
In my opinion, the cutscenes and strict scripting (you must agree that while all games have constraints, some have more strict constraints than others) also serve the insidious purpose of disguising how bad, unfun or non-innovative the game is. They are a kind of crutch. You end up playing to advance the storyline, not for the sheer joy of playing. And I think this kind of story-h
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You can do that in pacman too, I don't think that's exactly what he meant by not being on rails.
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I'm sure you didn't mean to do that maliciously, but... nice spoiler?
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I was really enthusiastic about the game when it first came out and played quite a bit, but was really disappointed when I discovered the auto-scaling in the game (which sort of ruins - for me at least - the whole point of making your character stronger and collecting better and more powerful loot). So, I put the game down for a while, and only recently started playing it again wi
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Please, enlighten us to a game that isn't "basically on rails". Many games hide the rails very well, but all games are on them.
"Frontier [wikipedia.org] retains the same principal component of Elite--namely completely open-ended gameplay--and adds to this realistic physics and an accurately modelled galaxy. There is no plot within Frontier, nor are there pre-scripted missions. [..] As a consequence, Frontier cannot be completed or "won"--instead, players themselves decide what to aspire to and set out to achieve it."
And that game is 14 years old.
The Mercenary [wikipedia.org] games, although they had objectives and some scripting, also allowed a large freedom
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Please, enlighten us to a game that isn't "basically on rails". Many games hide the rails very well, but all games are on them.
Well, I know it's not the genre you're thinking, but The Sims comes pretty close. You can take any path you like. Will a game be successful if your Sims pee on the floor and die in kitchen fires? That depends.
The question is, how do you measure "success" in a game? By completing objectives or by engagement? If your answer is the first, yes, you are restricting the parameters of the game and it must be guided - it is necessary to push it down a fairly straight track (or at least a choice of several). If
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In the Final Fantasy games, you have to complete each piece of the game in order before you can move on to the next. They are linear. The game is all about the story, and that fact is thrown in your face with every non-skippable ten-minute cutscene. This is what is meant by rails.
But something like Crackdown is not on rails. You can go anywhere in the city you want. You can turn on your own faction, just to see how many hit squads it takes for them to kill you.
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- EVE Online
- Elite
- Sim City & clones
I see you contesting someone else's claim that Oblivion isn't railed.. and I honestly do not understand what your criteria is, then. I fail to see how a game can get much more free than the Elder Scrolls games. They can become bigger, yes, but less railed? Doubtful.
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I can only assume he's upset that the main quest exists... which is, frankly, just plain stupid.
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And where do they get off having the main quest be one for the fate of the world, run, run, run, or go off and collect side quests for a while, do totally irrelevant things, then have the characters saying
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Except for programming languages, perhaps, but you'll probably insist that those aren't games.
Animal Crossing (Score:2)
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Even a game like, say, one of the GTA or Elder Scrolls series that lets you sandbox style do what you want generally lets you do so at the cost of the story not progressing at all while you do.
Ever play a Half-Life game? (Score:2)
Wait, let me count...
One in Half-Life, two in Half-Life 2, maybe two in Episode 1.
Oh, sure, there are times you could classify as a cutscene, but you absolutely do have control of your player. It's still "on rails" in that it's a linear game, and that sometimes you really do have to wait a bit for the plot to develop, but you can always go play with the miniature teleporter while they're talking, or something similar.
Haven't played Episo
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Being able to crouch, jump, and run in circles while exposition happens isn't any more fun than just watching a pre-rendered movie. Not that I have a problem with either method.
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(Also probably full of Bioshock spoilers) (Score:2)
I think that's a lot of the genius of Bioshock, really -- it takes a lot of the conventions that you just sort of accept as part of playing a video game and makes them integral to the story. Or, to look at it another way, it takes things you'll ignore or not think very hard about because it's a video game and you're used to them (e.g., the 'coincidence' of the plane crash, the vita chambers, the lack of choice in what to do next, the 'why can this lone stranger do what better trained/prepared assassins can
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You apparently haven't found the little things they leave you to do -- for example, in HL2 "Red Letter Day", there is a mini version of the teleporter you're about to use on a desk somewhere. You could easily spend most of that time playing with setting various items on that teleporter and testing it out. Or climbing on boxes.
I did appreciate one technique used for most of Por
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They make a point of never taking you out of first person, there isn't even a gordon model for a 3rd ppov to see in the first part of hl2.
You may need to re-think your logic
Playing most other games, cutscenes make me feel like I'm watching a story rather than being in the story. They may look awesome, and cool, and be very meaning ful, but in the end I wish I was there.
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And truth be told, the story is nearly always irrelevant, and typically about as cheesy as a daytime soap.
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It is not immersive, at least for me, because it lacks context. Why am I there? What is my mission? etc. You never get a proper answer and you don't have any way to have an interactive conversation with any of the NPCs to figure it out either. You run from 'shoot this' to 'shoot that' and almost never does it feel like any of that has a purpose. You don't fight your way to attack the Citadel, you simply end there at some point by pure coi
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Yes, I like a good movie, and I won't say one is better than the other. I will say that I have seen brilliant storytelling done (HL being one example of this) in first person. However, you do need to pay attention.
And I have also seen cut scenes that just made the rest of the game worth playing, more real and personal.
I think what we're seeing here is a fundamentally different medium. Movies (cut scenes) and games are two completely different ways of telling stori
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Yes, because having played Half-Life 1 and 2 counts as not basing my opinion on experience.</sarcasm>
What universe do you live in, where playing the games doesn't count as experience?
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Maybe so, but...
Come on, you've played Half-Life 2, but not 1? It's, what, $9.95 on Steam, now?
Half-Life 1 proved definitively that you could have a relatively deep plot not only wi
I hate cut scenes (Score:1, Insightful)
To me, that's the key. Meshing the storyline into the game play is the right way to do it, whereas forcing the player to suddenly stop playing and listen to some silly dialog is the wrong way. Getting it "right" isn't easy to do, of course. Some games put a variety of sources of information scattered throughout the game (like dropped items, computer terminals, whatever) that in theory you are supposed to read. In practice, these also distra
Re:I hate cut scenes (Score:5, Interesting)
I respectfully disagree. Several games that do not relinquish control, but restrict actions, during a "cut scene" are annoying. For instance Gears of War while you are on the radio. All it does is make you walk really slow. I found that slow walk terribly annoying for some reason. In Half Life, they stand in front of the doorway until they are done talking, also pretty annoying if you had already heard it or didn't care to hear it the first time. For me, I'd rather not have control instead of still being in control of a useless character.
I don't know why, but I'm still in control, I'm still in an action mindset and I'm more likely to miss the parts of the story the game wanted to get to me.
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Are you in a hurry? (Score:2, Interesting)
Get off my lawn (Score:5, Insightful)
Cut scenes are just like anything else in gaming, they might suck, they might be good. It's all a matter of taste. Take FF for example. Every FF game will have pretty much a feature length movie built into it. Now if you don't have the slightest care why you are fighting strange looking birds or large rocks, you probably hate the cutscenes. But if you want to have any idea what is going on in the strange plots, the cut scenes are a must.
Plus most of us can't sit on the edge of our seats for hours on end. The cut scenes are good for a bit of relaxation and setting up the mindframe for your next objective. Now if the scenes don't drive a good story, and don't prepare you for what is going to happen next, yes, they do suck. But that isn't because it is a cutscene, it's because it's a shitty game.
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I don't ask for much, just let me skip it! (Score:3, Insightful)
The cut scenes are good for a bit of relaxation and setting up the mindframe for your next objective. Now if the scenes don't drive a good story, and don't prepare you for what is going to happen next, yes, they do suck. But that isn't because it is a cutscene, it's because it's a shitty game.
I don't mind cut scenes. I mind cut scenese that you can't skip.
Especially the 10 minutes-long ones they put right before an ultra-hard boss battle that you'll have to go through 6 times in a row before you figure out how to beat it. Those make my urge to kill rise, and rise, and rise...
Re:I don't ask for much, just let me skip it! (Score:5, Insightful)
Hell, I remember the train ride at the start of Half Life. Cool as hell the first time. Cool in a "oh yeah" kind of way the second time.
By the third time I played through the game, years later, I thought "Oh, I'd forgotten about this..." and went to make a cup of coffee while I waited for it to play out.
While we're on the subject of stuff you can't skip, adverts at the beginning of a game (eg for NVidia, the publisher, Intel, etc) that you can't skip fuck me off something chronic too. Attention game publishing infidels - I am fully aware of you, the dev house, ATi, NVidia, Intel, and all the other people paying you to piss me off. Please stop pissing me off, or I'll stop buying your games.
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While we're on the subject of stuff you can't skip, adverts at the beginning of a game (eg for NVidia, the publisher, Intel, etc) that you can't skip fuck me off something chronic too. Attention game publishing infidels - I am fully aware of you, the dev house, ATi, NVidia, Intel, and all the other people paying you to piss me off. Please stop pissing me off, or I'll stop buying your games.
Ah! Those are unskipable by decree of the console manufacturer! You can't get publishing rights if they can be skipped.
At least that's how it was back when I had access to technical requirement checklists. No reason to believe that's gonna change anytime soon.
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The fact is, even if it was originally mandated by console manufacturers, a lot of PC game publishers are starting to do this, too. Hopefully it's not too late to get them to cut it out...
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I think it's more likely that hardware companies like nVidia, ATi, and Intel
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What a bunch of cry babies. A lot of us linux types would love to have games with unskippable ads and cut scenes. I'd pirate a 10 year old Wing Commander port if I thought it might actually run in X windows.
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Well, you tend to also get them in the demo for the game, which may put me off buying the game. I don't have the cash to buy every game I like the look of, so even the littlest thing can be a deal breaker. It's not my loss...
Like, wouldnt it be annoying if they put ads in game while you play?!
Actually no, unless they were unskippable cut scenes. Posters and billboards, etc, as long as they're appropriate to the setting of the game, really don't bot
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Wimp! (Score:3, Funny)
It sounds like you don't have what it takes to be a big-boss-battler. Oh sure, everyone thinks they're cut out to be the most awesome badass freedom fighter. But when the going gets tough, they wimp out. You live in a fantasy world where it's all about the glory of battle. Forgotten, is the drudgery and hard work. Feared (by wimps!), is the mind-numbing repetition that Evil overlords so often uses to discourage Good's weakest and least disciplined so-called "warriors."
I can just imagine your whiny vo
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Metal Gear (Score:2)
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All of which comp
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GoW annoyed me as well, occasionally putting cut-scenes between
I don't mind cutscenes (Score:4, Interesting)
I honestly don't see a problem with cutscenes as long as they're still telling a story and not just wasting time or trying to show off their FMVs. Some genres and games work great with cutscenes, others don't.
My game? (Score:1)
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my only peeve (Score:4, Insightful)
Regardless of the frustration factor concerning gameplay, this also cuts down on the drama of the moment. If you're forced to watch the same moment fifty times before you get through that spot of the game, the emotional impact is reduced.
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That's my biggest peeve with City of Heroes/Villains' occasional cutscene. When I go into a mission, the last thing that I really need to see is a narrator's view of some situation deep in the map, with characters that I'm going to pound the crap out of going on about th
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What I hate is not the cut scenes themselves... (Score:1, Informative)
It's even more annoying when you,re REQUIRED to watch the cut scene again and again in order to get back into that action.
i've seen this before... (Score:2)
That's a "track ride" (Score:2)
where the player pretty much is in control, but only in a way that pigeon holes them into one set of actions, such as only being able to move in one direction and all other controls are disabled or even forcing all controls to do the same thing.
In the industry this is called a "track ride". As in an amusement park.
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what's new? (Score:3, Insightful)
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Damned if you do... (Score:2)
Without cutscenes, a game feels like an unfinished demo.
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Half-Life 2 most certainly had cutscenes. Half-Life 2: Episode 2 even has a cutscene in the most traditional sense: there's a section after the Antlion Nest where you lose control of everything, including the camera, while the Gman talks to you.
Back to Half-Life 2, though: it also had cutscenes. Early in the game it mostly consisted of waiting around for someone to finish talking and finally open the door until you can move on. Not a cutscene in the traditional "you lose control of the game" cutscene but
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Being able to jump around still has no sense, if you can't do anything worthwile - the battle is ended, there is no gameplay happening, you can't go to the next goal, you have to wait until some NPC finishes the monologue. YES, you haven't "lost control", but it still is effectively the same, only worse - since in other games, when you don't want to hear the monologue (say, because it's your third replay through the game), then you can usually skip back to action, but in HL
cutscenes... (Score:3, Insightful)
It completely sucks though, when you pop in a new game and want to jump right into the action, but it makes you watch a freaking 15 minute movie before the game starts. And then as soon as it starts, you might be unfortunate enough to lose or have to stop playing before you reach a save point, and then you have to watch the crap ALL OVER AGAIN.
Cutscenes? Well, I like them... (Score:3, Interesting)
Naturally, not every game is right for long, drawn out cutscenes. In general, people play shooters for an adrenaline rush, so taking someone out of that 'zone' for too long is probably not the best idea. In an RPG, the story often is considered to be a crucial element of the game, and so probably requires more elaborate exposition. Personally, in many games, I consider each cutscene a small reward for my progress, and look forward to each new story or character development. Some people complain about too much story - I tend to revel in it. 120 minutes of cutscenes in a game? Brilliant, looking forward to it. But don't tell me there's anything wrong with how *I* want to enjoy a game.
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And there you've got the real problem: for many games, the "story" is a break from the actual game. I don't want story interspersed with my game, I want the story to be an integral part of the game. Cutscenes are not the way to do that. Cutscenes are a lame shortcut for developers who have no idea how to make the story part of the game itself.
There are many games that tell excellent stories without resorting to cutscen
Well used cutscenes... (Score:1)
Final Fantasy is brought up by many on both sides of the arguement, but no one plugs the game into their system and is surprised by the amount of cinema they find. It caters to their customer base.
Personally, I can't stand the gameplay
It depends (Score:2)
Skip cutscenes. (Score:2)
This seems to be especially problematic with Japanese games where the developer is intent on forcing the player to sit through the story. It's particularly frustrating when cut
Story driven games, or not? (Score:2)
This split is often seen in the action RPG games that are out there, where even the first time some peop
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Bioshock did it well (Score:2)
The amusing thing was, I started off picking them up, and just half listening to them as I went on with the game. But the deeper I got, the more interesting the story be
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