I accept the fact that cutscenes adds to the experience, but I don't like how formulaic it tends to be the moments they put some cutscenes like walking 10 steps between one cutscene and the other. Also I'm more in favor for giving exposition within gameplay like in Dead Space and some events in Batman and Uncharted.
I've never been bothered by cutscenes. I used to be pissed whenever the N64 version of a game gave you me slideshows instead of FMVs. FMVs also got people sucked into Final Fantasy VII. A lot of them saw the commercials, which were 100% FMV footages.
People don't realize that most games still use cutscenes. Skyrim has them, even though you can look around you're still locked in place, forced to watch the scene. Half Life let's you wander about but you can't advance until the dialogue is done. That's a cutscene.
I have always enjoyed cut scenes as a kid. Whenever I made progress in a game, I would always look forward to the next cut scene as a certain reward for making progress. Kingdom Hearts and Jak 3 are the best examples I can think of. In Kingdom Hearts, I always looked forward to seeing how Sora interacted in each and every world and how he changed everything. In Jak 3, every mission had a cuts cene that asked for the player to complete a certain task. During the beginning or end of the mission, you get to learn more about the supporting and lead cast in the world. Even when certain sad moments happened i could feel a tear come on and my anger for the villains strengthened to make me want to continue playing the game.
For a negative aspect, sometimes cut scenes that take too long can make the game a bit boring like Metal Gear Solid. don't get me wrong, I love the interactions but they sometimes went to the point I was shouting at the TV, "Get to the point already!" Besides that one negative I have enjoyed cut scenes and still look forward to them in today's games!
Half Life. That name kept popping up in my head while I was watching the video. I think it is the only videogame series where Cutscenes are basically banned and non-existant... and yet I agree with @TruPCNspace.
They're not cutscenes per se, but they do interrupt the flow of the game... in a good way. A cutscene is always necessary when your game tells a story, and that's why Jim is completely correct.
While I'm not exactly a fan of cutscenes, I do agree with Sterling that they have a place in gaming. However, designers should not try to put too much importance on such non-interactive elements; for example, if your character is doing more than he/she does when you're in control, there's probably something wrong with the game. Again, cutscenes should be used when appropriate, such as being visual rewards for adequately demonstrating skill(s), giving the player's a needed break/rest, for pumping up the user's excitement/focus, and/or more efficiently setting up a situation than by gameplay.
I do not like long dull cutscenes that consists of only babble like in a a lot of RPGs. Also, the cutscenes from Xenoblade are spectacular.
I can't stand the cutscenes in Tales of the Abyss right now... But there are plenty of other games that use them to great effect.
completely agree with Jim, just finished up all the Uncharteds and enjoyed the cutscenes as much as the game it self.
I accept the fact that cutscenes adds to the experience, but I don't like how formulaic it tends to be the moments they put some cutscenes like walking 10 steps between one cutscene and the other. Also I'm more in favor for giving exposition within gameplay like in Dead Space and some events in Batman and Uncharted.
I've never been bothered by cutscenes. I used to be pissed whenever the N64 version of a game gave you me slideshows instead of FMVs. FMVs also got people sucked into Final Fantasy VII. A lot of them saw the commercials, which were 100% FMV footages.
People don't realize that most games still use cutscenes. Skyrim has them, even though you can look around you're still locked in place, forced to watch the scene. Half Life let's you wander about but you can't advance until the dialogue is done. That's a cutscene.
I have always enjoyed cut scenes as a kid. Whenever I made progress in a game, I would always look forward to the next cut scene as a certain reward for making progress. Kingdom Hearts and Jak 3 are the best examples I can think of. In Kingdom Hearts, I always looked forward to seeing how Sora interacted in each and every world and how he changed everything. In Jak 3, every mission had a cuts cene that asked for the player to complete a certain task. During the beginning or end of the mission, you get to learn more about the supporting and lead cast in the world. Even when certain sad moments happened i could feel a tear come on and my anger for the villains strengthened to make me want to continue playing the game.
For a negative aspect, sometimes cut scenes that take too long can make the game a bit boring like Metal Gear Solid. don't get me wrong, I love the interactions but they sometimes went to the point I was shouting at the TV, "Get to the point already!" Besides that one negative I have enjoyed cut scenes and still look forward to them in today's games!
Half Life. That name kept popping up in my head while I was watching the video. I think it is the only videogame series where Cutscenes are basically banned and non-existant... and yet I agree with @TruPCNspace.
They're not cutscenes per se, but they do interrupt the flow of the game... in a good way. A cutscene is always necessary when your game tells a story, and that's why Jim is completely correct.
While I'm not exactly a fan of cutscenes, I do agree with Sterling that they have a place in gaming. However, designers should not try to put too much importance on such non-interactive elements; for example, if your character is doing more than he/she does when you're in control, there's probably something wrong with the game. Again, cutscenes should be used when appropriate, such as being visual rewards for adequately demonstrating skill(s), giving the player's a needed break/rest, for pumping up the user's excitement/focus, and/or more efficiently setting up a situation than by gameplay.
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