Cinematic feel. This word has been used more and more, recently. Two instances of which were particularly bad. One came from Ubisoft, and the second from Ready at Dawn. Both to explain why their games run on 30fps. On Ubisoft?s part it was just an excuse. They still haven?t managed to crack all the potential of the PS4 so, to keep the console graphics high, they had to cut on framerate. It?s a simple technical limit on their part that they didn?t want to admit.
The other, more recent and in my opinion more important case, is with The Order 1886. But unlike Ubisoft I have a nagging suspicion that these guys believe what they?re saying. And that?s bad.
You?ve certainly heard people talk about Videogames as an inferior form of art compared to say, movies or books. What most of these people don?t understand is: you can?t measure videogames using the same meters as movies or books. They?re three different things, they work in different ways and they need to be looked at with different tools.
The strength and the very core of gaming is: player interaction changing the experience. That?s what makes them games and not movies. And that?s what makes me ask: why are people trying to turn games into movies? Your medium?s strength is interactivity.
When something like the Order 1886 comes out, with a very short railroaded single player campaign where half of the gametime is cutscenes, I have to ask myself: why are these people in the game making business to begin with? Maybe that?s a bit harsh, but the thing is: the more people realize that yeah, videogames can be used to tell incredibly emotional tales, the more they try to tell those tales like it was a movie or a book. Instead of trying to play with the tools and strengths of a videogame.
Let?s take my favourite JRPG ever, Shin Megami Tensei: Strange Journey. A game for the Nintendo DS, this has almost complete immersion. The developers fused together the gameplay and game lore almost perfectly. There?s no meta. You have a menu because your high tech suit has a menu. You don?t level up, your suit levels up and gets stronger adapting to its surroundings. And you can talk and store demons because you have a computer software that allows you to.
Why do people think it?s a good idea to cut on gameplay for graphics and cutscenes? Why make giant levels and then limit the player?s ability to explore it with punishments that don?t make sense? And most importantly, why are they surprised or offended if people naturally have a problem with the way they do and price things?
The other, more recent and in my opinion more important case, is with The Order 1886. But unlike Ubisoft I have a nagging suspicion that these guys believe what they?re saying. And that?s bad.
You?ve certainly heard people talk about Videogames as an inferior form of art compared to say, movies or books. What most of these people don?t understand is: you can?t measure videogames using the same meters as movies or books. They?re three different things, they work in different ways and they need to be looked at with different tools.
The strength and the very core of gaming is: player interaction changing the experience. That?s what makes them games and not movies. And that?s what makes me ask: why are people trying to turn games into movies? Your medium?s strength is interactivity.
When something like the Order 1886 comes out, with a very short railroaded single player campaign where half of the gametime is cutscenes, I have to ask myself: why are these people in the game making business to begin with? Maybe that?s a bit harsh, but the thing is: the more people realize that yeah, videogames can be used to tell incredibly emotional tales, the more they try to tell those tales like it was a movie or a book. Instead of trying to play with the tools and strengths of a videogame.
Let?s take my favourite JRPG ever, Shin Megami Tensei: Strange Journey. A game for the Nintendo DS, this has almost complete immersion. The developers fused together the gameplay and game lore almost perfectly. There?s no meta. You have a menu because your high tech suit has a menu. You don?t level up, your suit levels up and gets stronger adapting to its surroundings. And you can talk and store demons because you have a computer software that allows you to.
Why do people think it?s a good idea to cut on gameplay for graphics and cutscenes? Why make giant levels and then limit the player?s ability to explore it with punishments that don?t make sense? And most importantly, why are they surprised or offended if people naturally have a problem with the way they do and price things?