Too often the playing and the story are segregated into a game/cutscene dichotomy. Cutscenes can be effective. I like the use of cutscenes in the old Black Isle RPGs where you might get a 2-minute cutscene every 5 hours. The problem with most cutscenes is that they do not involve the player. And yes, not using the medium?s unique qualities is a problem. For example, Andy Warhol?s ?films? ? static shots that last many hours ? are mere photographs in film form; just like how many game stories are films in game form.
Playing gmaes is more like reading books than watching movies in an important way: the beholder cannot be a passive observer. Sure you can cheat and breeze through the whole thing, but you will miss a lot of content. Or you can read slowly and hang on each word like a completionist. Whenever you need a break, you can put down the novel or pause the game. In this way, good gamers need to engage with the game at all times. Cutscenes are controversial because they enable a videogame's unique ability to suddenly flip between active and passive forms of artentainment.
NeutralDrow said:
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).
It's one of the things I'm ambivalent about in games involving character creation. I love them from a gameplay perspective, but I often find it harder to get into a story without some kind of anchor character
To be sure, uniquely videogame-ish storytelling is in its infancy and requires great creativity, but it?s far from new. Nor should developers force superficially interactive quicktime events. Here are some great examples to be emulated:
Max Payne 2: There?s a moment where the player character finds recordings of a bug that taped his telephone conversations. If you play them, you can hear yourself calling a sex hotline and totally creeping out the girl on the other end (??killing them all only made things worse.?) A revelatory scene more effective than all the game?s cartoon cutscenes put together.
Hitman: You find a doctor that claims to be your ?father? and can back it up. After the briefest of formalities, he lunges at you. You have about a second to kill him; otherwise, he kills you. In retrospect, this is a ?quicktime event? that is never presented as such; the controls don?t change from the ones you use for everything else, and so the storytelling element of the quicktime is enhanced since you made a conscious snap decision rather than proving your reflexes.
As the above two examples show, developers can manipulate environments, mechanics, and controls to funnel players into commiting specific acts and role-playing certain characters, without disempowering gamers via cutscenes. You can then take it a step further?
Xcom games do not tell you the story. The story comes from context (how you play IS the story) and from research reports (which also give you access to new technology and explain game mechanics.) Whenever story is incorporated into the gameplay, it?s a big plus. One approach is ?here?s what you have to do, now go figure out how to do it? where you have to understand the story to solve the game, and it is common in adventure games. Of course this can misfire if the developer is exceptionally clumsy, like in DOOM3 and its password-containing PDAs. If a game has a horrid story, it has to require as little time and effort from the player.