A few of us have already explained the theory in full from several different view points. Just browse through the thread and you'll get the gist of it.st0pnsw0p said:Could someone explain all the cutscene hatred around here?
A few of us have already explained the theory in full from several different view points. Just browse through the thread and you'll get the gist of it.st0pnsw0p said:Could someone explain all the cutscene hatred around here?
To a MGS fan they don't. If you're buying the fourth game in a series, and it's promising to tie up the loose ends from previous games, you should be expecting a fairly cut-scene heavy game. It has to do with perspective.BoredRolePlayer said:That is the best scene in FFXIII, also I don't know about you guys but I liked cut scenes but games like MGS4...push it to far
BoredRolePlayer said:cursedseishi said:I liked the cut scence for MGS4. If you could not pause or skip would be the problem. Almost late for work one day for watching the ending.AugustFall said:snip
That is the best scene in FFXIII, also I don't know about you guys but I liked cut scenes but games like MGS4...push it to far
I actually fully agree. But the issue I was pointing out was that quite a few people, especially in the film industry, just pass video games off as some mediocre media format because, as they claim, it can't be used to tell a compelling story. These same people often refer to a plethora of classic films as examples of how good film is at telling a narrative and then refer to the most popular game titles of the day (COD, GTA, what have you) as an example of how poor video games are at doing the same.Dr. McD said:Honestly, I think the problem is that it's people in the GAME industry that don't understand this, people like Hideo Kojima who put movie length cutscene into games, and the guys who made Black Ops, which had tedious gameplay and whiny annoying characters, and had horrible pacing (or maybe not, seeing as it was bad all around).Vigormortis said:Thank God. Someone in the film industry that gets it. Video games are not film and films are not games. They are two wholly different forms of media entertainment. They tell stories in different ways.
Films tell their narratives in a very strict, linear, directed fashion. You're being shown someone's vision of a story and the characters therein.
A video game tells it's story with far less linearity. (even if the game narrative is just that) It's more about the immersion and interactiveness of the player. Video game story telling is at it's finest when it's telling the story through the players point of view and presenting events to the player to experience and react to.
This is not to say that cut-scenes can't work in a game. Sometimes they work beautifully to accentuate what's just happened or is about to happen. But lengthy or frequent cut-scenes are unnecessary and more often then not create awkward pacing and diminish the immersive nature of the experience.
On a side note, I'm not sure how "enthused" I am to see Del Toro's game. I enjoy some of his films, and he most certainly has a unique vision, but I'm not entirely sure it'll translate well to a game setting. Time will tell. I hope to be wrong.
yeah but they could have found a way to break up the cut scenes, cause sometimes I end up forgetting what was going on before a cut scene cause i have poor memoryFrostbite3789 said:To a MGS fan they don't. If you're buying the fourth game in a series, and it's promising to tie up the loose ends from previous games, you should be expecting a fairly cut-scene heavy game. It has to do with perspective.BoredRolePlayer said:That is the best scene in FFXIII, also I don't know about you guys but I liked cut scenes but games like MGS4...push it to far
....*Cries softly while holding my Necronomicon*bahumat42 said:that thing got scuttled, don't expect to see any original horror anytime soon, its all remakes and sequels in tinsel town.EvilPicnic said:Colour me intrigued. I don't share Del Toro's hatred of cutscenes (they have their place if done right), but I am fascinated to see his unique style brought into the game world.
Let's just hope his Mountains of Madness gets off the ground at some point too...
While I agree with you on the fact that cutscenes are great and necessary at times, I don't agree that Hellboy 1 was bad.Amnestic said:You know what? I like cutscenes. They're informative, they let the designers do stuff that's not doable inside the game engine and often they're quite pretty. They give my hands a rest. They often offer different perspectives on the story.
So screw you Del Toro, don't you swear and act like you're better because you choose to play games a different way.
Also, I thought Hellboy was a bad film.
However there are games like Kingdom Hearts that need Cutscenes. And when I say cutscenes, I mean cutscenes that aren't too long and give one hell of a climactic finish that tears at your heart strings.Jennacide said:It's good to know Del Toro isn't big on cutscenes either, as I've grown to hate them because of how much they get thrown at us lately, especially by fucking Square-Enix. Seems fitting he's talking to Ken Levine, who prefers the style of active scenes, much like Valve does, where you rarely lose control of what you're looking at or doing.
Also, edit that post, nobody cares about Casavin's work at Gamespot, point to his recent work on the gem that is Bastion.
HOLY CHRIST CRACKERS!! Someone who's not an extremistNeutralDrow said:It's fitting that people have brought up Bastion, because I hated the way narration was handled in that game. Barring some general exposition moments like the training grounds or one of the dream sequences, it was like having someone read the novelization of the game at me over my shoulder while I played, simultaneously distracting me and implying that my actions were meaningless (after all, they already happened). And yet people praise it for "blending story into gameplay," which I totally don't get.
It really sucks, because I had to finish the game once and reflect on it before I realized that the story was actually pretty good. As was exactly one of the characters.
And thank you for making me suddenly realize why I disagree so strongly with del Toro, because I don't go from being a participant to a spectator. Barring something like maybe MGS4 (never played it, but it seems the go-to negative comparison for length), I am the character(s) regardless of the level of control I have over them at a given moment. If I find the story worth my while in any way, I'm having fun at any given moment paying attention to it.Shamanic Rhythm said:The thing that gets me about in game cutscenes is that you are suddenly forced out of second person perspective (from a narrative standpoint rather than a camera angle) and into third person. You go from being directly involved to being a spectator. As a player, I find that kind of insulting - particularly when the developer renders all the most important and awesome moments of a character through a cutscene.
Admittedly, the example I was thinking of was Raiden surrendering after the Metal Gear RAY boss fight in MGS2, which is also designed for player/character disconnect, so you may have a point.Hitman Dread said:Truly-a-lie proposed an interesting thing in that taking away control from the player can be a powerful element, but the fact is that cutscenes aren't used to illustrate a lack of control for the character, but instead are scenes that take away power from the player, creating a disconnect between player and character. That would be fine it was the point, though it isn't outside of Ghost Trick.
Oh, absolutely. They're a connection to the story, and seeing them act in that context (especially if I haven't had time yet to get in their heads). It's kind of a chain, the characters are the medium through which I experience the story, and non-interactive portions are a way I can understand the character better. Interaction can certainly help...but I also have odd standards of "interaction" (visual novels, I consider interactive, but I have no illusions about the majority opinion).Madara XIII said:HOLY CHRIST CRACKERS!! Someone who's not an extremistNeutralDrow said:And thank you for making me suddenly realize why I disagree so strongly with del Toro, because I don't go from being a participant to a spectator. Barring something like maybe MGS4 (never played it, but it seems the go-to negative comparison for length), I am the character(s) regardless of the level of control I have over them at a given moment. If I find the story worth my while in any way, I'm having fun at any given moment paying attention to it.
*Tears up with Joy*
...
I prefer to see the character I was previously controlling act upon himself and remind me that he's a FULL BLOWN FLESHED OUT CHARACTER!
No, I understand it fine. What I'm doing is disagreeing with you.Hitman Dread said:You still lack a very fundamental understanding of what anyone is actually talking about.
...so? I like that. Sometimes a bit of being passive is good. You consume games for far longer than you do films.Hitman Dread said: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.
"You can selectively take control away from the gamer for a few seconds but don't render him inactive."Hitman Dread said:Also quick time events are still cutscenes, just the butchered attempt to "fix" the cut scene problem.
Sorry, no, that's not a problem. Telling a complex story in a game should never be a 'problem'.Hitman Dread said:First off, most of that trouble lies in the trouble of Blazblue's story being half convulted and mashed together bits of bullshit.
You don't think BlazBlue's characters play as a reference to their characters? You can't feel the smug superiority of Rachel? The boiling rage of Ragna? The "animal at play" as Tao? I thought they got that across quite clearly.Hitman Dread said: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.
Immersion is subjective, you have games like Final Fantasy, which take place in a sort of 3rd person/isometric point, the cutscenes really don't break immersion. With the earlier yeah maybe, but that's just graphical firepower.Shamanic Rhythm said:I love this. Imagine if a film, in order to tell part of the story, suddenly directed people to read an accompanying pamphlet that was handed out with the tickets. People would think they'd gone insane. Why is his distaste for having what literally defines the medium (interactivity) stripped away from him at arbitrary points a sign of a lack of attention span?
The thing that gets me about in game cutscenes is that you are suddenly forced out of second person perspective (from a narrative standpoint rather than a camera angle) and into third person. You go from being directly involved to being a spectator. As a player, I find that kind of insulting - particularly when the developer renders all the most important and awesome moments of a character through a cutscene. It's like you're just some clutz who gets to sit in on the mundane moments and the game punishes you for being beaten with the usual bloodstains, game over screens etc - but as soon as anything really fantastic happens they switch to a cutscene. This isn't true of all games, certainly. But I can definitely see where Del Toro is coming from.