Amnestic said:
Bullshit. I've had poorly directed sound take me outside of a movie just as much as a poorly placed cutscene can take me out of a game.
You still lack a very fundamental understanding of what anyone is actually talking about.
What you are talking about is breaking immersion.
What I am talking about is that a cut scene used for non-control based reasons is disconnecting you from the game. It is unplugging your controller and asking you to now be and engage in a passive activity for a NON passive moment.
How much you liked a cut scene or a piece of music is really irrelevant to the entire conversation.
So a game can't have both interactive sections and non-interactive sections to tell a story?
Unless the scene calls for a loss of control, either physically and literally or metaphorically.
In the game I linked above and in what is often cited in conversations about how cut scenes should be used in games, Judith is a woman who is married to a king. She is having an affair and brings her affair to the castle. Judith goes missing shortly after arriving at their getaway. From there you play as flashbacks as Judith, while you play as the male looking for her.
Judith gradually loses control of her own actions and she spends more time with her oppressive husband and falls more under his whim. As the game goes on, their are scenes were her actions are out of your control.
You never lose control of the man however, and everyone of his actions are within your control.
That is how narrative mechanics should be treated, with an understanding and respect for the medium. Now Judith on the whole isn't too amazing, but it showcases an understanding and executes were the vast majority of today's games fail.
Do you really think watching Shepard's body float in the vaccuum of space would be enhanced any by mashing buttons in a meaningless and superfluous quicktime event?
If people can watch 2001 A Space Odyssey and its slow moving space portions, why can we not expect them to enjoy a well made space section?
Also quick time events are still cutscenes, just the butchered attempt to "fix" the cut scene problem.
Do you think the story of Gordon Freeman is enhanced any by giving him the ability to bunnyhop on Eli Vance's head while everyone else ignores him and acts completely normal?
Yes, because it makes the moments when Gordon is in the "other" place weight, we understand that he's outside the realm of reality in the opening cutscene and that his place in this is as out of his will, that he's as bound to fate and far from any sort of "free man" as people seem to think he is.
Now yes, there are still problems, we are sort of in the Seventh Seal era of narrative games right now, where we understand what to do, but struggle in making it match up with our current standards and techniques.
Hitman Dread said:
Do you have an answer as to how you could tell the story of BlazBlue without using cutscenes? I'm curious. Game developers probably are too.
First off, most of that trouble lies in the trouble of Blazblue's story being half convulted and mashed together bits of bullshit.
However, game developers have already given you a solution for how to have a narrative without breaking away the gameplay for cutscenes, yet people were too busy bitching about the lack of cutscenes and a linear narrative to notice.
Marvel Versus Capcom 3.
This game is obvliously taking heavy cues from Team Foretress 2, which as far as I can tell invested, refined, and perfected the technique.
Both games tell a non-linear story without end or definite beginning. Team Foretress 2 is about a war funded by science and money gone arry in a giant scheme, thus the story obviously never ends (thus making the point Metal Gear Solid 3 was trying to make in a much more effective and topic appropriate manner), Marvel Versus Capcom 3 is about intermediate brawls that have no mass connection.
Both focus more on establishing intent, motivation, and character through gameplay that, while concrete and clear during gameplay, is further enhanced by outside media. Before Meet the Medic came out, we all had a vague idea of who the Doctor was and why he was involved in the war. Other than daftness there is simply no way to not feel like an arrogant ass hole while playing the Scout, or a straightforward knucklehead after playing the Heavy for long enough.
The same can be said of MvC3, where great detail was put into getting the characters put across in gameplay. When you play Wolverine right, he feels like a dirty fucking animal, sliding on the floor, dive kicking over and over, berserker slashing through everything. Nova feels heavy buy mobile, like flying through space. While Hulk is a straight forward brusier, She-Hulk is a thinking man's grappler.
Blazblue also does this, to a smaller extent. Best example by far is V-13 x Ragna. I really miss their in game chatter about how V-13 loves Ragna, and can't understand why he doesn't see her killing him and aborbing his power as a beautiful thing. I understood their relation, as well as several other charecters, long before I played the game.
Transferring these techniques into a linear narrative wouldn't be that hard, just take a bit of work and imagination, and probably going back to the genre's work of side scrolling beat em up fused into the single player mode.