Cinematics
are stunningly pretty. Just look at Pixar; they make pretty 3D movies
all the time. Games implement cutscenes in the form of cinematics
just like Pixar, just not throughout the entire game. That would be
absurdly expensive. Cutscenes are implemented as a storytelling
device. They can look like an animated movie in some cases, but they
have this little habit of stopping gameplay.
The
worst cutscenes happen frequently throughout the game. It ruins
pacing by acting like a roller coaster that goes up, gets stuck at
the top, then falls down and goes up another incline, stops, then
falls down again. I'm certain that the attention span of the player
plummets much like this roller coaster when the cutscenes show up.
Not to say that cutscenes should just be removed from all games, but
if the scene stops gameplay for too long, the player will start to
lose interest and put down the controller. You want to remind the
player that they need to keep their hands on the controller just in
case they need to start playing again.
The
best cutscenes I have seen are in Half-Life 2. There isn't any
widescreen black bars showing up at the top and bottom, control does
not leave the player unless there is a real reason for it such as the
character being immobilized, and the dialogue goes with subtitles and
explains what is happening in a clear and concise manner. Sure, the
action part of this acclaimed shooter might not be happening during
this cutscene, but the player still assumes control of Gordon
Freeman. Movement is still as free as it is during normal gameplay
and shooting is still allowed (just don't shoot poor Eli Vance).
Another
good example of cutscenes done right is Final Fantasy 9. Cutscenes
are basically still in game with dialogue boxes and characters move
wherever they like. Once the dialogue ends, a little white gloved
hand appears on top of the main character and the player immediately
knows he/she is in control again. This game has very few cinematics
and requires no vocal dialogue to convey the story.
A
bad example of cutscenes would be Okami. As much as I love this game,
it has this big gaping flaw: the introduction. Okami tries to explain
its premise and setting, but takes way too long to do it. It takes
over 20 minutes to elaborate on what is going on! Not only that, the
entire sequence cannot be skipped! The best way to fix this is to cut
it down to 3-5 minutes, then let the rest of the game explain what is
happening. The strange thing is Okami even repeats itself throughout
the game, constantly reminding players of the story behind Orochi and
the 100 years that have passed since Shiranui took Orochi down. If a
cutscene is too long, the player will get frustrated and might even
consider skipping everything (or if they cannot, just to quit
altogether).
The
point is this: cutscenes can help convey a story, but don't overdo
it. Too many cutscenes makes it feel like a movie and a long intro
will derail the entire thing. The best way to tell the story of a
game is to let the player just play through it. Provide some dialogue
for necessary parts and maybe use cinematics for anything that could
be plot critical such as a major twist in the plot. Cutscenes can
help, but are not always necessary.
I have to agree. Cutscenes should be special, a treat for achieving progress in the game or for narrative purposes. I recently began playing The Witcher and the opening feels like ten minutes long. The opening was amazing but I did not really have any desires to play the game after watching a needlessly long cutscene.
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