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post #11 of 15
Quote:
Originally Posted by Oubadah View Post

Cut scenes are grossly overused in games these days. If I want to watch a movie, I'll watch a movie. I play video games because it's supposed to be an (overwhelmingly) interactive experience. A few, well done cut scenes can definitely contribute something to the game, but more often than not, the cut scenes are terrible. I don't want to be nauseated by a load of clichéd B-grade-American-TV-drama-esque drivel. I just finished Far Cry 3, and that game had some especially painful ones. And a lot of devs seem to overestimate the capabilities of their engine, resulting in many fruitless attempts to convey nuanced emotions through engines that are nowhere close to being sophisticated enough to pull it off. An example of this could be Crysis Warhead. I actually thought the human-centric cut scenes in the original Crysis were pretty natural for the time ("Yeah, like Uncle Sam's going to spend millions to protect your scrawny arse, Johnson"), but then in Warhead they tried too hard to squeeze emotions out of the Psycho facial model. Many perplexing and mildly uncomfortable cut scenes ensued.

QTEs don't exonerate excessive cut scenes either. QTEs are no substitute for gameplay. QTEs do not constitute meaningful player participation. All they do is counteract any immersion-enhancing effect your cut scene might have had by A) shattering the illusion with a stupid pulsating "MASH _ TO ____" banner, B) making the on screen character twitch and convulse unnaturally as it tries to act upon erratic player input, or C) turning that short period of cinematic into a repetitive grind as the player is forced to repeat the QTE, learning one action at a time. So while the best course would be to keep cut scenes to a minimum in favour of actual gameplay, if you simply must have a frequent cut scenes, just keep them as pure cut scenes and don't think that propping them up with the band-aid QTE solution will justify them. Tomb Raider was atrocious in this regard - the game felt like one long semi-interactive cut scene.

Another argument I might make against the over-use of cut scenes is this: As I understand it, motion captured cut scenes are time and resource intensive things to accomplish, so when I see a cut scene laden game equally laden with bugs, I wonder if those resources might have been better allocated.

An over-abundance of cut scenes also frequently coexists with another fad of console-age gaming, and that's checkpoint saving. Checkpoint saving and cut scenes often combine with appalling results. My advice to any dev is this:

1) Don't be a moron and implement checkpoint only saving (yeah right).
2) If you're a moron and implement checkpoint only saving, then put the bloody checkpoint after your tedious, poorly voice-acted cut scene, not before.
3) If you're a complete and utter tosser, implementing checkpoint only saving and then choosing to put your bloody stupid checkpoint before your horrid little cut scene, then for the love of God, you better make that cut scene skippable.

For if that cut scene is not skippable, that is the point where I abandon the game.

Oh, and another thing about cut scenes: "cinematography". The "hand held" fad was already bad enough in real cinema/television, and now game devs are jumping on the bandwagon with poorly synthesized camera shake as though it's being filmed by a robot with Parkinsons disease. And then there are all the stupid cuts and post processing techniques. Compare Max Payne 2 with it's tasteful, uncluttered cutscenes to Max Payne 3's garbage.


Yes.
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post #12 of 15
I like cutscenes, but not for the story though, more a visual thing. In most games it just annoys me, and if there is no way to skip them it'll often make me quit the game as most of them are terrible, but with nice animation, graphics using cell-shading or actual anime cutscenes (commonplace in rpgs) it can be enjoyable.
post #13 of 15
Quote:
Originally Posted by Oubadah View Post

Cut scenes are grossly overused in games these days. If I want to watch a movie, I'll watch a movie. I play video games because it's supposed to be an (overwhelmingly) interactive experience. A few, well done cut scenes can definitely contribute something to the game, but more often than not, the cut scenes are terrible. I don't want to be nauseated by a load of clichéd B-grade-American-TV-drama-esque drivel. I just finished Far Cry 3, and that game had some especially painful ones. And a lot of devs seem to overestimate the capabilities of their engine, resulting in many fruitless attempts to convey nuanced emotions through engines that are nowhere close to being sophisticated enough to pull it off. An example of this could be Crysis Warhead. I actually thought the human-centric cut scenes in the original Crysis were pretty natural for the time ("Yeah, like Uncle Sam's going to spend millions to protect your scrawny arse, Johnson"), but then in Warhead they tried too hard to squeeze emotions out of the Psycho facial model. Many perplexing and mildly uncomfortable cut scenes ensued.

QTEs don't exonerate excessive cut scenes either. QTEs are no substitute for gameplay. QTEs do not constitute meaningful player participation. All they do is counteract any immersion-enhancing effect your cut scene might have had by A) shattering the illusion with a stupid pulsating "MASH _ TO ____" banner, B) making the on screen character twitch and convulse unnaturally as it tries to act upon erratic player input, or C) turning that short period of cinematic into a repetitive grind as the player is forced to repeat the QTE, learning one action at a time. So while the best course would be to keep cut scenes to a minimum in favour of actual gameplay, if you simply must have a frequent cut scenes, just keep them as pure cut scenes and don't think that propping them up with the band-aid QTE solution will justify them. Tomb Raider was atrocious in this regard - the game felt like one long semi-interactive cut scene.

Another argument I might make against the over-use of cut scenes is this: As I understand it, motion captured cut scenes are time and resource intensive things to accomplish, so when I see a cut scene laden game equally laden with bugs, I wonder if those resources might have been better allocated.

An over-abundance of cut scenes also frequently coexists with another fad of console-age gaming, and that's checkpoint saving. Checkpoint saving and cut scenes often combine with appalling results. My advice to any dev is this:

1) Don't be a moron and implement checkpoint only saving (yeah right).
2) If you're a moron and implement checkpoint only saving, then put the bloody checkpoint after your tedious, poorly voice-acted cut scene, not before.
3) If you're a complete and utter tosser, implementing checkpoint only saving and then choosing to put your bloody stupid checkpoint before your horrid little cut scene, then for the love of God, you better make that cut scene skippable.

For if that cut scene is not skippable, that is the point where I abandon the game.

Oh, and another thing about cut scenes: "cinematography". The "hand held" fad was already bad enough in real cinema/television, and now game devs are jumping on the bandwagon with poorly synthesized camera shake as though it's being filmed by a robot with Parkinsons disease. And then there are all the stupid cuts and post processing techniques. Compare Max Payne 2 with it's tasteful, uncluttered cutscenes to Max Payne 3's garbage.

This is pretty much my stance too. The only "cutscenes" I actually like and wish to see in games are interactive ones, and not QTEs, but like the ones in RPGs and Telltale games since they're actually interactive and make me a part of the story. Attempted cinematography makes me lol, especially when you see them implementing the J.J. Abrams style lens flare and shaky handheld cam style.
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post #14 of 15
some companies knows how to make cut scenes. like diablo cut scenes has always been excellent. HOWEVER... that's limited to the 1st few times you see it. after you've been forced to see it for the 20th time.... /cough mass effect /cough i don't care how good it is, it becomes crap biggrin.gif
post #15 of 15
Thread Starter 
Quote:
Originally Posted by Oubadah View Post

Cut scenes are grossly overused in games these days. If I want to watch a movie, I'll watch a movie. I play video games because it's supposed to be an (overwhelmingly) interactive experience. A few, well done cut scenes can definitely contribute something to the game, but more often than not, the cut scenes are terrible. I don't want to be nauseated by a load of clichéd B-grade-American-TV-drama-esque drivel. I just finished Far Cry 3, and that game had some especially painful ones. And a lot of devs seem to overestimate the capabilities of their engine, resulting inin many fruitless attempts to convey nuanced emotions through engines that are nowhere close to being sophisticated enough to pull it off. An example of this could be Crysis Warhead. I actually thought the human-centric cut scenes in the original Crysis were pretty natural for the time ("Yeah, like Uncle Sam's going to spend millions to protect your scrawny arse, Johnson"), but then in Warhead they tried too hard to squeeze emotions out of the Psycho facial model. Many perplexing and mildly uncomfortable cut scenes ensued.

QTEs don't exonerate excessive cut scenes either. QTEs are no substitute for gameplay. QTEs do not constitute meaningful player participation. All they do is counteract any immersion-enhancing effect your cut scene might have had by A) shattering the illusion with a stupid pulsating "MASH _ TO ____" banner, B) making the on screen character twitch and convulse unnaturally as it tries to act upon erratic player input, or C) turning that short period of cinematic into a repetitive grind as the player is forced to repeat the QTE, learning one action at a time. So while the best course would be to keep cut scenes to a minimum in favour of actual gameplay, if you simply must have a frequent cut scenes, just keep them as pure cut scenes and don't think that propping them up with the band-aid QTE solution will justify them. Tomb Raider was atrocious in this regard - the game felt like one long semi-interactive cut scene.

Another argument I might make against the over-use of cut scenes is this: As I understand it, motion captured cut scenes are time and resource intensive things to accomplish, so when I see a cut scene laden game equally laden with bugs, I wonder if those resources might have been better allocated.

An over-abundance of cut scenes also frequently coexists with another fad of console-age gaming, and that's checkpoint saving. Checkpoint saving and cut scenes often combine with appalling results. My advice to any dev is this:

1) Don't be a moron and implement checkpoint only saving (yeah right).
2) If you're a moron and implement checkpoint only saving, then put the bloody checkpoint after your tedious, poorly voice-acted cut scene, not before.
3) If you're a complete and utter tosser, implementing checkpoint only saving and then choosing to put your bloody stupid checkpoint before your horrid little cut scene, then for the love of God, you better make that cut scene skippable.

For if that cut scene is not skippable, that is the point where I abandon the game.

Oh, and another thing about cut scenes: "cinematography". The "hand held" fad was already bad enough in real cinema/television, and now game devs are jumping on the bandwagon with poorly synthesized camera shake as though it's being filmed by a robot with Parkinsons disease. And then there are all the stupid cuts and post processing techniques. Compare Max Payne 2 with it's tasteful, uncluttered cutscenes to Max Payne 3's garbage.

I have to VERY heartily disagree with you. I think of cutsxenes as nice little rewards after completing a games challenges. They give you a few minutes to recovor after a tough boss fight or give you a chance to learn more about the world and its characters. I never had a problem with Far Cry's cutscenes or most any other games. I quite enjoyed seeing Jason Brodys character arc from a snobby wuss to a badass. I do however, agree that cutscenes should always be skippable for folks like you who don't care about sissy things like "plot" or "characters". I do also agree that QTE's suck. I actually would prefer it if they simply weren't there and I could watch the cutscenes in which they usually exist in peace.
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