starwarsgeek said:
Besides, the argument of cutscenes being "movie interuptions" doesn't really work. If we accept that, then games without voice acting are constantly being interupted by books, games with voice acting are being interupted by plays, and any moment where there's no movement--you're being interupted by a picture.
The difference is far, FAR greater than that.
Most movies have acting a storyline in them, but these are considered part of the medium because they do not break or violate the medium itself. Even if you have music, you are still in a passive visual experience. When a game has a cutscene, it is stepping outside of it's medium all together. These segments are not games. It BREAKS AWAY from the game and say "okay, now experience this."
Games with text also don't borrow from Novels. No, words themselves do not belong solely to Literature, and were not crafted within novels themselves. Let's take The Elder Scrolls as an example. A HUGE amount of the story and lore of the game is not conveyed through odd and prepositional dialogue stating things that the characters themselves should already know, but through the choice of being able to read books. It gives the player the option to pursue the knowledge, if he so choses. Cutscenes are not like this. They can never be turned into an active experience and are completely separate from the game itself.
That line of thinking doesn't make any sense when applied to other mediums...if it were true, than the purest game experience would be one without any text, voice acting, music, cutscenes, or the ability to stop moving.
Stop moving? Not sure what the hell you are talking about there but if you chose to stop moving you've made a decision which is what games are about.
Any rate, yes, this can be applied to other mediums with ease. What if you went to the movie theather, and they required you to read a few chapters of a book before the movie began? What if a painting asked you to watch a film before viewing it? When movies first got started, they were not considered an art form but a craft. Why? Because it borrowed so heavily from other mediums that it was reliant on other mediums to get it's point across. You would read the story, then watch the story play out, typically in ways more suited for plays than for movies themselves. Eventually they overcame this, found ways (even in the silent movie era) to tell stories through mostly visual means.
starwarsgeek said:
Take the album art away and it does nothing to the music. Remove cutscenes, and many games will suddenly not make sense because large gaps of their stories are missing.
The video game equivalent of album art is cover art, not cutscenes.
What if that album art was needed in order to convey the concept or story of the album itself?
Here are two albums that become very different beast and almost out of context when the album art and all things relating to it are removed. Gorillaz is no longer a satire of forumlated pop bands of the early 2000s, and the many metamophres of Bat For Lashes's Two Suns album would be completely lost.
Now, if you remove cutscenes AND REPLACE THEM WITH GAME DESIGN THAT TELLS A STORY, nothing is lost at all. If a game NEEDS it's cutscenes for more than anything
poiumty said:
Bilson is full of shit. I get that he doesn't like cutscenes, but this doesn't make cutscenes bad. What is it with devs nowadays and this obsession with player control, full voiceover, 1st person "immersion" and all these other elements which are strictly subjective yet they raise them up as pillars of innovation.
Everyone who is making post like this:
He is not talking about LIKE or DISLIKE. He is talking about artistic failure. When a artist has to go outside of his art to get his work to convey what he wants, he as well as his medium has failed, except in the case of multimedia art.
Now, people have brought up cutscenes that they like, but they have not in any case here brought up cut scenes that were NECESSARY to remove the player from control of their character. Allow me to provide a game that uses cutscenes in a way that was NECISSARY to convey the idea, and was not born out of inability.
http://distractionware.com/blog/?p=759
Now I don't want to spoil anything about this game, but when you lose control of your charecter, there is a reason other than "I can't figure out how to convey this through gameplay, so I'm going to have a movie now." No, instead the idea IS conveyed through the cut scenes themselves, by the act of having cut scenes. This is an example of how cutscenes can be used as a part of gameplay itself, not as a reward FOR gameplay.