Also, what about Blizzard's cinematics?! How can you do that during gameplay? Particularly the Warcraft 3 human intro cinematic? How could you get rid of that, and still have a great game?
you know what? they were my favorite part of game, I mean how many games can you defeat the main boss in your underwear? or wearing a ninja suit? theyare what pretty mcuh made the game for meBooze Zombie said:I disagree, I always came back to Saint's Row 2 for the hilarious cutscenes.
Funny thing about Saint's Row 2? It's made by THQ... which seems pretty ironic to me, right now.Vault101 said:you know what? they were my favorite part of game, I mean how many games can you defeat the main boss in your underwear? or wearing a ninja suit? theyare what pretty mcuh made the game for me
Yeah, that's really true. When a game switches to a cutscene, it's basically admitting that games are an inferior storytelling medium compared to movies. Not that this is wrong, because it isn't, but I'd rather have a simple story with great gameplay than a crappy movie with mediocre gameplay.Hitman Dread said:He's absolutely right. Games should tell story through gameplay, not cutscenes. When a game tells the story through cutscenes, it is only half a game, half a movie. Games should start moving away from borrowing from other mediums like film, and start crafting their own story telling.
No Half Life is NOT a good example of this. Half Life has cutscenes, just cutscenes you can move the camera in. There are a number of examples of games that tell a story through their mechanics rather than Movies: Braid, Don't Look Back, and Gravity Bone. It is completely possible to tell a game's story without relying on other mediums to do so.
Sure there is. Situations in which they need to give information to the player without giving it to the character, or any situation that needs to show you something on a scale that your character can't see (natural disasters, huge invasions, ect.) There's no reason to limit the player's perspective like that. Some games are improved through the character-only perspective; however, this won't always be the case.SturmDolch said:There isn't a single situation where a cut scene is a better way of telling a story than through player interaction.
Final Fantasy Crystal Chronicles is a TERRIBLY underrated game. (Fool you there for a moment?)Qizx said:I too really enjoy certain cut scenes but I feel they can be over done. It is always nice to sit back and watch a nice ending after battling a boss for a couple hours or finishing a level. The best example I can think of is Final Fantasy Crystal Chronicles. There were mini cut scenes put into the game everywhere, yet somehow I never felt I wasn't playing a game. I really enjoyed the intro, and I also really enjoyed the exiting cut scene. All of these intertwined into the game play, especially when the lead up to the final boss has you reliving memories from certain cut scenes that happened earlier in the game.
yeeeeeah.....great way to make a point thereRenegadePacifist said:We have movies for shitty fucking scenes that we can't control any aspect of. Being able to walk around in a cutscene is at least somethnig to make it more bareealbefa
Fuck you
Some cutscenes are okay, not a complete flow, but why the fuck bother with games like DA2 and MGS and FFXIII and fuck where you can get the story told better through a different fucking medium. Gameplay for games, twats. Tell a story through the game, don't make a game for the story.
Fucking hell
I agree with Danny Bilson and both of you. Most cut scenes are terrible. For example, when they take you out of the normal view into some fixed camera angle to watch a scene where YOU have no control over what you will do. Terrible.baker80 said:Yeah, that's really true. When a game switches to a cutscene, it's basically admitting that games are an inferior storytelling medium compared to movies. Not that this is wrong, because it isn't, but I'd rather have a simple story with great gameplay than a crappy movie with mediocre gameplay.Hitman Dread said:He's absolutely right. Games should tell story through gameplay, not cutscenes. When a game tells the story through cutscenes, it is only half a game, half a movie. Games should start moving away from borrowing from other mediums like film, and start crafting their own story telling.
No Half Life is NOT a good example of this. Half Life has cutscenes, just cutscenes you can move the camera in. There are a number of examples of games that tell a story through their mechanics rather than Movies: Braid, Don't Look Back, and Gravity Bone. It is completely possible to tell a game's story without relying on other mediums to do so.
Then show a news program, or have you control a different character. Otherwise, you're not playing a game. You're playing a game with movie interruptions. Imagine if you were watching a movie, and suddenly TETRIS. Same thing, just reversed.starwarsgeek said:Sure there is. Situations in which they need to give information to the player without giving it to the character, or any situation that needs to show you something on a scale that your character can't see (natural disasters, huge invasions, ect.) There's no reason to limit the player's perspective like that. Some games are improved through the character-only perspective; however, this won't always be the case.
The 2nd half of Don't Look Back had a profound emotional impact on me, as did the ending of Gravity Bone and Braid. Portal conveys a compelling story full of information and back story without any long winded segments where control of the situation is lifted out of my control. At any moment I am in control, and not in a false way like Half Life 2.Silent Biohazard Solid said:Sometimes the story is told better from a passive perspective. What if a character is talking to you, and spilling their guts with some actual emotion
Well, then I guess it's a matter of preference, isn't it? Quite frankly, certain games that lacked cutscenes, such as Dead Space, bored me to tears. I couldn't even finish Dead Space, because I was so bored with it.Hitman Dread said:The 2nd half of Don't Look Back had a profound emotional impact on me, as did the ending of Gravity Bone and Braid. Portal conveys a compelling story full of information and back story without any long winded segments where control of the situation is lifted out of my control. At any moment I am in control, and not in a false way like Half Life 2.