Jimquisition: Cutscenes Aren't A Failure State

Jimothy Sterling

New member
Apr 18, 2011
5,976
0
0
Cutscenes Aren't A Failure State

It's become increasingly popular to disparage cutscenes and the games that use them in the past few years. It is argued that interactive art should never force a player to watch a movie and, while there's merit in that, that doesn't mean cutscenes are inherently bad. Some even help make the interactive part better.

The thing about art is that creators ought to have freedom, and as soon as you start applying rules to yourself, you undo that one magnificent element.

Watch Video
 
Dec 14, 2009
15,526
0
0
Damn Jim, you're such a sexy man-beast.

How ever did I get through life without you :D

Also, I totally agree, sometimes there's nothing better than a great cutscene.

I recently played the Devil May Cry HD collection, and the battles between Vergil and Dante are just awesome to watch.
 

Qitz

New member
Mar 6, 2011
1,276
0
0
Cutscenes are like QTEs. They're great when done with a purpose and some prior thought to the matter. When just thrown in willy nilly and distract from other features is when they become a problem.
 

Bloodtrozorx

New member
Jan 23, 2012
329
0
0
Thank God for Jim, It's alright Jim if you had died for our sins we would be without your wisdom to guide us.

I wasn't aware there was hate for cut scenes, I disagree with 40 min cut scenes but I find them on the whole to be very useful for story telling.
 

Goremocker

Lost in Time
May 20, 2009
1,902
4
43
Not your finest point Jim... Not your finest episode as a whole actually. It was so full of compromise, and on a not very important topic. Working against those who bash cutscenes is worth it I guess, but honestly it wasn't compelling an argument either way. A game will use the style the designers think is right and tells the story in the best or most convenient way. Simple. Too simple for your time Jim.
 

lord.jeff

New member
Oct 27, 2010
1,468
0
0
I found Half-Life 2's way of telling story was just as bad as cutscenes, stand here for a minute while I talk, it worked just the same as a cutscene but without the camera control and other dynamic elements of a video it just felt like it dragged on, most of the time I ended up throwing randow thing around the room and missed what was getting said.
 

EmperorSubcutaneous

New member
Dec 22, 2010
857
0
0
Thanks for this!

This is something a lot of people don't understand about rules for art, like "show, don't tell." These rules are meant to be general guidelines, not commandments, and they can be broken by people who really know what they're doing. They're meant more to inform artists that certain things (like cutscenes and telling rather than showing) can easily be done very poorly, unless the creator is aware of the problems they often cause and is able to avoid them.
 

1nfinite_Cros5

New member
Mar 31, 2010
249
0
0
The problem is, most cutscenes that show the player character doing most of the action while we're expected to watch leaves me wondering "Why wasn't I allowed to do that?"

I know that's not the case with ALL games, but there has to be a middle ground here. How about giving cutscenes that the player character has no control over whatsoever?
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
10,312
0
0
lord.jeff said:
I found Half-Life 2's way of telling story was just as bad as cutscenes, stand here for a minute while I talk, it worked just the same as a cutscene but without the camera control and other dynamic elements of a video it just felt like it dragged on, most of the time I ended up throwing randow thing around the room and missed what was getting said.
Thank you, you saved me some keystrokes.
Half Life 1 worked without cutscenes, because it was about isolation and loneliness, filling the hole Metroid left in the second half of the 90's.
Going without cutscenes instantly falls apart when you put other characters into the equation.
 

GothmogII

Possessor Of Hats
Apr 6, 2008
2,215
0
0
Goremocker said:
Not your finest point Jim... Not your finest episode as a whole actually. It was so full of compromise, and on a not very important topic. Working against those who bash cutscenes is worth it I guess, but honestly it wasn't compelling an argument either way. A game will use the style the designers think is right and tells the story in the best or most convenient way. Simple. Too simple for your time Jim.
It's a bad argument because it's a simple one? No, wait...sneaky sneaky, you didn't say it -was- a bad argument did you? ;)

Simplest things often best and all that. Not always, but I think it works in this instance.
 

TheGreatKlaid

New member
Jun 18, 2009
94
0
0
Huh, I agree fully with Jim. The Hell... I'm sure you read these, and I usually like to turn to you for an opinion that differs from my own. You have valid points even if they are the stupid way about it. I have finally agreed with my intellectual rival. Congratualations
 

Tipsy Giant

New member
May 10, 2010
1,133
0
0
I have no problem with cutscenes, I have a problem with really long cutscenes that half way through demand QTEs then when failed replays the entire cutscene, that's just BULLSHIT
 

ManupBatman

New member
Jun 23, 2011
91
0
0
lord.jeff said:
I found Half-Life 2's way of telling story was just as bad as cutscenes, stand here for a minute while I talk, it worked just the same as a cutscene but without the camera control and other dynamic elements of a video it just felt like it dragged on, most of the time I ended up throwing randow thing around the room and missed what was getting said.
Came here to say this, almost exactly. Also no skipping, or chance of skipping more like it. Also military shooters often do similar stuff. But often I'm not in position to see what's happening and miss out. Skyrim also often uses in engine cutscenes often to the same effect. Ever have wolves attack you during a bit story beat and the quest dude keeps talking? Yeah fun stuff.
 

Artemicion

Need superslick, Kupo.
Dec 7, 2009
527
0
0
The S-Club 7 of videogames? Really, Jim?

...outstanding.

I've never had an issue with cutscenes in video games. Though I will admit MGS4 was a bit excessive in that department. I actually prefer when there are a few cutscenes to break up the gameplay, else the game starts to feel strenuous. For me, at least.
 

geizr

New member
Oct 9, 2008
850
0
0
It's not just cut-scenes. There are several elements of games to which too many so-called pundits are trying to take a "magic bullet" approach. But, there is no magic bullet method or design with games. You choose the best combination and degree of elements that are appropriate to the game. Whether this is cut-scenes, multi-player, RTS elements, RPG elements, or FPS elements is dependent on each individual game concept, and the amounts of elements will vary for each game and could also vary over the play-time within the game. There is no set way to do this. You have to think and do work each time. It's not a free effort.
 

lockgar

New member
Nov 5, 2008
105
0
0
So long as cut scenes don't make two realm of existence for the characters they are fine. For example, if in a cut scene have characters acts or say they are weak and useless, or cant survive a single gun shot wound to the head, then when your playing the game, they are triple jumping back flips, master of a combat stance, and can take shots to the head like nothing due to their health bar.