In Gamasutra's latest feature, several venerable game writers discuss the slow-but-steady erosion of passive, non-interactive cutscenes, and why game stories should be more like plays instead of musicals or films.
I have no problem watching cut-scenes if I'm playing a single-player game, but watching long-ass cut-scenes where you can't move during a co-op or multi-player game annoys the hell out of me.
Theres nothing wrong with a game that has non interactive cut scenes so long as there good
Guess what, game writers? If you write an interesting story with interesting characters, people won't have a problem watching cutscenes to advance the plot. I love scripted events but I don't mind long and frequent Metal Gear style cutscenes either. Both need to be well done for them to work. The same goes for Half Life style rides/walks on rails where you can look around and take in the setting but keep moving forward. The best kind of storytelling would probably combine all of these, along with some cutscenes that include QTEs. Different scenes call for different methods, and that also keeps one method from feeling stale halfway (or less) through the game from overuse.The bottom line is... give us better stories.
Well said. When I read the title I thought: "So, you're going to replace them with cutscenes with one of three button press choices and somehow consider that unbelievably more sophisticated?" Game writers are not good story tellers. Changing how cut scenes work isn't going to improve the stories in games. Its a band aid solution to a bleeding artery.
I dont mind them at all. Gives me a chance to sit back, relax, take a drink before going into heart pounding action again. I dont mind any sort of cutscene. I mean Uncharted: Golden Abyss' was pretty cool, as if you ever saw a glint, you'd tap on it and you'd find an emerald or jade. :P
I personally like non interactive cutscenes. I hate when a cs starts and I sit back to watch it and a button pops up that I have to hit and I'm caught totally off guard. Takes me out of the experience actually.
Back in the old days of PS1 and 2 cutscenes were seen as a reward for playing a segment. I still see it that way today
Its funny you mention PS2 cutscenes because I'm playing Tales of the Abyss on 3DS right now and I just encountered a few short (and sweet) cutscenes and felt exactly as you describe. I had just beaten a hard arse boss and totally felt rewarded.
i'd rather a non interactive cutscene than QTEs
I love the peopl ebehind the Radio in Metal Gears.. my heart hurts if they kill them they're important for me.. it's the ones who give me the support
The difference is between doing something like, say, Bioshock where you keep moving and exploring while the people talk in your head. It's not that difficult to design levels with this sort of thing in mind. I think Metal Gear especially could improve using this simple method, as there's a lot of controller-down time in those games.
When these so called top writers create superior experiences to Metal Gear we'll talk. Seriously, first person storytelling is so boring.
I actually enjoy the "non-interactive" cutscenes in many games. Plus, the cutscenes give me time to stick my hand into the bag of Dorito's or take a hit of the bowl XD Seriously though, unless they can convey story telling in-game the way Uncharted does, with the constant dialouge between the characters during gameplay, then I'd rather the old traditional style of cutscenes. Like i said, I'd rather be enjoying a handful of game-time snacks or taking a puff or two, as I passively watch the story unfold, rather than being forced into a cutscene riddled with QTE's just for the sake of keeping me "involved."
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