Wired online has just posted a short piece by Jordan Mechner, called The Hollywood Trap [http://www.wired.com/wired/archive/14.04/story.html], wherein he draws some attention to the confusion video game designers seem to have between cinematic-styled and gameplay-specific storytelling techniques. That is, cut-scenes do not a game-story make. Most of what Mr. Mechner says is very much in line with some of the recent issues of The Escapist, so go and read it.
While making his point, though, Mechner says this:
"One small example: In Prince of Persia: The Sands of Time, the hero doesn't realize he's gained the power to turn back time until the player dis covers that he has a new controller button at his disposal - and uses it to save his life by rewinding a fatal mistake. Had this revelation occurred in a cutscene instead of during active play, it would not have the same impact."
While making his point, though, Mechner says this:
"One small example: In Prince of Persia: The Sands of Time, the hero doesn't realize he's gained the power to turn back time until the player dis covers that he has a new controller button at his disposal - and uses it to save his life by rewinding a fatal mistake. Had this revelation occurred in a cutscene instead of during active play, it would not have the same impact."