KingsGambit said:No it certainly is not. It's a method for driving the story forward certainly, but interactive storytelling is far and away the best method, after all games are an interactive medium. Endless, unskippable cutscenes with or without QTEs are the lazy way of telling game stories Hollywood style. Telling the story without taking control away from the player is more immersive and more effective and makes the player part of the action, not a bystander to it.Abandon4093 said:A combination of good ingame story telling and cutscenes is the best way to tell a story in a game.
*MAJOR SPOILERS - MAJOR SPOILERS*
Dialogue over FMV any day of the week. The last battle in Oblivion was masterful in this regard, allowing the player to roam freely while the commander gave his rallying speech with the great gate behind him. In Fallout 3 when the Wanderer's father/Liam Neeson dies while I'm running, screaming and hitting every button to open the damned door and powerless to do so, was a thousand times more effective than any cutscene could've been. Mass Effect when facing Saren, meeting the Prothean hologram or the Reaper vanguard hologram, controlling the coversation made ME a part of it.
As Somewhere said, if I want to watch a movie, I'll go and watch a movie.
But neither statement is inherently true.
Your definition of superior and Abandon's are both inherently flawed... in that you assume the best solution for every game is the SAME thing. Each game must find it's own balance of story-telling methods. Cut-scenes, FMV, Interactive-Events... all of these are but a means to an end. Even quick-time events, which I largely dislike, have a place... so long as they can somehow -contribute- to the experience of the game rather than taking the player out of it.
Often times, however, these methods are used to cover up for some lacking capability of the game itself. Often-times cut-scenes are used because mechanically, the actors in the game's engine are incapable of behaving in the way required for the story to make sense. Without using these methods... the game would likely feel diminished... and the effect the designers were aiming for might be missed.
Story is something that each game struggles with, in its own way. The right balance for one game isn't enough for another... and for others still, it's -far- too much.
One solution doesn't fit every circumstance. And so to claim any of them superior to another is a flawed argument by design.