FALSE A few games like Heavy Rain and Metal Gear Solid tried a bit too hard, but most games are still games, not just a bunch of cutscenes with a few gameplay glued together. Story is important for games and one main reason I play. Trying to get cinematic elements out of games would hurt more them help.
TONY
I'm not against all games that contain cutscenes (Metal Gear Solid 2 is simply brilliant in my opinion) but it's the games that don't need cutscenes to tell the story that have stuck with me the longest (Braid, Bioshock). As soon as video games begin to distance themselves from film, the industry will begin to mature at a much faster rate. I think a step away from cutscene-driven stories is a step towards true progress.
I'm not against all games that contain cutscenes (Metal Gear Solid 2 is simply brilliant in my opinion) but it's the games that don't need cutscenes to tell the story that have stuck with me the longest (Braid, Bioshock). As soon as video games begin to distance themselves from film, the industry will begin to mature at a much faster rate. I think a step away from cutscene-driven stories is a step towards true progress.
TONY
As Mr. Nipple states, games are definitely indebted to film: no reasonable person would try to deny that. One could, however, throw his "take out elements x, y, and z and see how much you still enjoy it" argument right back at him, since film is in itself an offshoot of older art forms: take your favorite movie and turn its scenes into, say, a series of charcoal sketches, and does it still have the same appeal? "Of course not", the film buff would rightly say: "Despite the common elements between the two mediums, the script, characters, etc. were created specifically for the film format, and won't work as well when forced into an unintended framework."
Bingo. So why do we still demand that games be so utterly beholden to their predecessors and judged by outside criteria, when it seems so unreasonable to do so with anything else? Movies have seen widespread success precisely because they do not feel an inherent need to be held back by the era from which their inspiration first arose, and for games to reach their full potential they must be extended that same cultural courtesy: gaming and film will always share some common ground, but demanding much beyond this simple acknowledgment is overkill and a stumbling block.
As Mr. Nipple states, games are definitely indebted to film: no reasonable person would try to deny that. One could, however, throw his "take out elements x, y, and z and see how much you still enjoy it" argument right back at him, since film is in itself an offshoot of older art forms: take your favorite movie and turn its scenes into, say, a series of charcoal sketches, and does it still have the same appeal? "Of course not", the film buff would rightly say: "Despite the common elements between the two mediums, the script, characters, etc. were created specifically for the film format, and won't work as well when forced into an unintended framework."
Bingo. So why do we still demand that games be so utterly beholden to their predecessors and judged by outside criteria, when it seems so unreasonable to do so with anything else? Movies have seen widespread success precisely because they do not feel an inherent need to be held back by the era from which their inspiration first arose, and for games to reach their full potential they must be extended that same cultural courtesy: gaming and film will always share some common ground, but demanding much beyond this simple acknowledgment is overkill and a stumbling block.
FALSE
If your ask me, ImMatureTony seemed to be arguing against the proposition by bringing up games like Mass Effect, Fallout and any given Valve product. For one thing, he equates 'pandering to movies' solely with the presence of cutscenes. Consider the number of moments in any Valve game where you must wait patiently for the npcs to finish their dialogue before they cart you into the next room, or how a given scenario is orchestrated to direct the player's visor to a particular space in a direct application of mise-en-scène. Half-Life relies on taking all the aspects and topics of a cutscene and removing the letterbox in favour of the illusion of interactivity (for with what can you interact that alters the events onscreen?) - but if interactivity alone is sufficient to remove the guilt of a cutscene, MGS4 (where a player can enter first-person-view or hit X to engage flashbacks) and Heavy Rain are inadmissible as culprits of the prevalance of cinema in video games. I hope everyone accepts that thought as absurd.
FalseNipple has a much better understanding of how cinema affects video games - not exclusively via cutscene utility, but through reliance on visual and audio languages. The argument that games should disregard the tricks of cinema because of their other differences in nature is akin to the argument that films should disregard the rules of narrative, characterization, pacing, and so on, that developed out of literature.
If your ask me, ImMatureTony seemed to be arguing against the proposition by bringing up games like Mass Effect, Fallout and any given Valve product. For one thing, he equates 'pandering to movies' solely with the presence of cutscenes. Consider the number of moments in any Valve game where you must wait patiently for the npcs to finish their dialogue before they cart you into the next room, or how a given scenario is orchestrated to direct the player's visor to a particular space in a direct application of mise-en-scène. Half-Life relies on taking all the aspects and topics of a cutscene and removing the letterbox in favour of the illusion of interactivity (for with what can you interact that alters the events onscreen?) - but if interactivity alone is sufficient to remove the guilt of a cutscene, MGS4 (where a player can enter first-person-view or hit X to engage flashbacks) and Heavy Rain are inadmissible as culprits of the prevalance of cinema in video games. I hope everyone accepts that thought as absurd.
FalseNipple has a much better understanding of how cinema affects video games - not exclusively via cutscene utility, but through reliance on visual and audio languages. The argument that games should disregard the tricks of cinema because of their other differences in nature is akin to the argument that films should disregard the rules of narrative, characterization, pacing, and so on, that developed out of literature.
TONY
Granted I disagree with the wording of the debate. Gaming has ALWAYS attempted to be like movies. The industry's biggest failure is because it was trying to adapt a movie to a video game. And the fact that the video game industry is built by people who grew up on and worshiped Star Wars. Also, the influence of movies has far more deeper than the fact that there are cut-scenes involved. The pacing is relentlessly like action movies, characters are constantly based off those in the 'Geekdom film vault', the set pieces often pay homage/ripe off to action films.
Granted I disagree with the wording of the debate. Gaming has ALWAYS attempted to be like movies. The industry's biggest failure is because it was trying to adapt a movie to a video game. And the fact that the video game industry is built by people who grew up on and worshiped Star Wars. Also, the influence of movies has far more deeper than the fact that there are cut-scenes involved. The pacing is relentlessly like action movies, characters are constantly based off those in the 'Geekdom film vault', the set pieces often pay homage/ripe off to action films.
TONY
Video games are not an art form... yet. It's hard to compare such a young medium to one that's been around for so long. What is the point of playing a game if I can't control it? That's why Nintendo remains my favorite developer/publisher because they passionately believe that interactivity is key to a video game success. For example, the ending for Earthbound is both horrifying and intellectually satisfying and this was all done without cut-scenes - the game puts you in the shoes of the character and never lets go.
Honestly, I'm starting to doubt if video games can be a legit art form. Why do so many developers inspire to be a made for TV movie director? Why do people think interactivity is better than being told a story? In my opinion, the former doesn't hold up to some of the "better" art forms the world has to offer. If you control art, then that's when art seizes to be art.
Fallout, Oblivion, Mass Effect are all fine games, but try to compare that to the best films and literature have to offer. I'm sorry, but it pales in comparison.
There's a reason why games from the 80's and 90's are making a comeback. It's all about having fun, and games that don't take themselves seriously as some piece of generic "art" seem to be more successful than the pretentious film-like mess we have today. Simplicity, direct control, and fun is essential to a successful game.
Video games are not an art form... yet. It's hard to compare such a young medium to one that's been around for so long. What is the point of playing a game if I can't control it? That's why Nintendo remains my favorite developer/publisher because they passionately believe that interactivity is key to a video game success. For example, the ending for Earthbound is both horrifying and intellectually satisfying and this was all done without cut-scenes - the game puts you in the shoes of the character and never lets go.
Honestly, I'm starting to doubt if video games can be a legit art form. Why do so many developers inspire to be a made for TV movie director? Why do people think interactivity is better than being told a story? In my opinion, the former doesn't hold up to some of the "better" art forms the world has to offer. If you control art, then that's when art seizes to be art.
Fallout, Oblivion, Mass Effect are all fine games, but try to compare that to the best films and literature have to offer. I'm sorry, but it pales in comparison.
There's a reason why games from the 80's and 90's are making a comeback. It's all about having fun, and games that don't take themselves seriously as some piece of generic "art" seem to be more successful than the pretentious film-like mess we have today. Simplicity, direct control, and fun is essential to a successful game.
@VenusInFurs
I think many people who find that the element of interactivity prohibits games from being art are going on the assumption that is has been interactivity that prohibits many games from being particularly good in quality, story-wise, whereas more than likely that's down to the lack of talent of most game developers at story-telling.
I think many people who find that the element of interactivity prohibits games from being art are going on the assumption that is has been interactivity that prohibits many games from being particularly good in quality, story-wise, whereas more than likely that's down to the lack of talent of most game developers at story-telling.
Pong came out in 1972, that is just 1 year shy of 40 years ago. Can we PLEASE stop calling video games young? They've been around long enough to have gone to school, college, have a decent wage at work, get married, have kids, and have their kids graduate from college.
@ malik
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
@ malik
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
@ malik
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
@ malik
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
40 years is not young, but you put to light how far video games have come. 40 years and still not an art form, 40 years and still suffer from generic plots, 40 years and games are still pretty meh, 40 years and developers still suffer at telling a good story, 40 years and we're still debating.
@Venus @Malik
Paintings are centuries old, film has been around for over a hundred years, both the internet and videogames are young.
Paintings are centuries old, film has been around for over a hundred years, both the internet and videogames are young.
Falsenipple is wrong. I don't think games owe all that much to movies at all, really. We owe good storytelling and dialogue to movies? What about books, and before them plays, and before them spoken legends? Games are just the next evolution of entertainment. We don't "owe" anything to movies because movies don't "owe" anything to books, which don't "owe" anything to plays, and so on... they were all built upon one another, and lean on one another. I mean, how do you "owe" *anything* to a form of entertainment?
That being said, I don't think games should try to be less like movies, but more like games. Embrace the things that make games games, instead of focusing on the negative that games are too much like movies.
That being said, I don't think games should try to be less like movies, but more like games. Embrace the things that make games games, instead of focusing on the negative that games are too much like movies.
The problem is not the age of videogames since they were created, but the age of them since it was possible to use them to tell stories. So, the first games to try to tell a story only began to appear with the NES during the early 80s. And the first ones to try to be more them save the world/princess/defeat the evil lord/general kind of stories appeared during the 90s. During years the same guys who programed the games were the guys who wrote the story. Professional writers only begun in videogames recently. So, comparing 100 year old forms of art with a few decades old media is a bit unfair.
TONY just because I like the basic framing of his presentation. This week was a lot harder to choose as both had close arguments.
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For those that forget, video games are interactive entertaiment. That is the first and foremost definition of a game. Once interaction is accomplished, you can apply techniques from any medium on top of the game to ensure enjoyability.
Video games aren't trying too hard to be like anything. They are taking various genres and applying interactivity to it.
Can you not say that Metal Gear Solid is not on equal footing as Escape from New York? Is Dragon Quest following the Lord of the Rings too closely?
If a movie was 90% film and 10% interactivity, it would be a game. For over 20 years, Japanese gamers have had interactive novels on their consoles? Would you say that the genre is trying too hard to be a book? Much as film is trying to recreate scenes of literature, art, or even video games, we should be applying the strengths of Hollywood in to our games.
Failure to achieve the enjoyability of the scene is another issue, but Video Games should try their best to get all angles of story telling across. As long as this medium still has variables in it, I'm not worried about them trying too hard to be like movies.
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For those that forget, video games are interactive entertaiment. That is the first and foremost definition of a game. Once interaction is accomplished, you can apply techniques from any medium on top of the game to ensure enjoyability.
Video games aren't trying too hard to be like anything. They are taking various genres and applying interactivity to it.
Can you not say that Metal Gear Solid is not on equal footing as Escape from New York? Is Dragon Quest following the Lord of the Rings too closely?
If a movie was 90% film and 10% interactivity, it would be a game. For over 20 years, Japanese gamers have had interactive novels on their consoles? Would you say that the genre is trying too hard to be a book? Much as film is trying to recreate scenes of literature, art, or even video games, we should be applying the strengths of Hollywood in to our games.
Failure to achieve the enjoyability of the scene is another issue, but Video Games should try their best to get all angles of story telling across. As long as this medium still has variables in it, I'm not worried about them trying too hard to be like movies.
True: Games do try too hard to be like moves.
How many times have I cringed when someone will play a bad game to the end just for the sake of a good story. I've only found it within myself two games where I can admit that was the case
And would anyone aside from myself admit the PS2 Kingdom Hearts games were BAD GAMES wrapped in a GOOD (if convoluted) STORY.
Many would deny they were bad games because for a lot of younger gamers, as well as people that arrived in the hobby in their later years, have never commonly played pure games or arcade games. They see game and story as inseparable entities and instead as something one and the same.
Yet, to myself, I can't deny the PS2 Kingdom Hearts games are, as games, racid shit. I grew up with arcades, the NES, Genesis, SNES and Genesis before games really got deep into cinematic. I recall Ninja Gaiden, Chrono Trigger and Final Fantasy VI being my first really absorbing story experiences within games, but not to the point where I felt like there was no game to play.
I always favored the KH handheld games, because largely, they never forgot to be games first. They still had lots of story but Chain of Memories, 358/2 Days, Birth by Sleep and Re:Coded at least had a bit more going on in the game than mashing X and sometimes Triangle. Character building, state management, synthesis systems that made actual sense, characters with different style of play rather than one homoginized all-arounder - there were games there and they were striving to be something else besides a generic action RPG with Disney/Final Fantasy flavoring.
And yet I hear people complain about those all the time. I think its actually because they require a bit more than mashing X and sometimes Triangle.
And yet I can really go without story a lot of the time. I appreciate it when its done well and doesn't consume the majority of the experience. I still look upon Zelda: Majora's Mask and Wind Waker as some of the finest story experiences because I really did feel like a part of those events and they were done with a maturity that didn't require an M rating. And they were brief and well-characterized moments, to boot.
But most of the time, I want to roam and explore and figure things out on my own. I feel more at home in Metroid Prime than Metroid Other M. I enjoy Mario Galaxy's pletforming with simplistic more than Rachet and Clank's desire to be port shooter, part Pixar movie.
And even though the Metal Gear Solid series can really, really dig into the cinematic structure - it never forgets what it is. The fourth wall is broken ritually and so casually it sometimes hilarious. Press the Square Button to climb the ladder? OK, Colonel, will do.
They speak it so casually because to gamers that's just going to make sense, though to the non-gamer watching that fourth wall was just shattered.
But for Heavy Rain, to say such a thing would be shameful in the narrative. And why be embarrassed. You'll give me the text prompt to tell me "Press X to Jason" - a prompt which is rather ridiculous to even think about, but you can't have it spoken in-game? Why is a game presenting itself as a game something to be ashamed of?
I dislike that kind of strict adherence to cinematic presentation. Why so serious? Mario doesn't question the nature of Question Blocks, Naked Snake belives eating glowing mushrooms restores battery power and, for him, it actually does no mater how much that doesn't makes sense.
Be grown up enough to admit that gaming as an interactive medium breaks up some seriousness with some silliness. Its actually a beautiful thing to see a game just present itself as a game without flinching at how silly it makes the narrative look and sometimes giving a wink and a nod to the player.
How many times have I cringed when someone will play a bad game to the end just for the sake of a good story. I've only found it within myself two games where I can admit that was the case
And would anyone aside from myself admit the PS2 Kingdom Hearts games were BAD GAMES wrapped in a GOOD (if convoluted) STORY.
Many would deny they were bad games because for a lot of younger gamers, as well as people that arrived in the hobby in their later years, have never commonly played pure games or arcade games. They see game and story as inseparable entities and instead as something one and the same.
Yet, to myself, I can't deny the PS2 Kingdom Hearts games are, as games, racid shit. I grew up with arcades, the NES, Genesis, SNES and Genesis before games really got deep into cinematic. I recall Ninja Gaiden, Chrono Trigger and Final Fantasy VI being my first really absorbing story experiences within games, but not to the point where I felt like there was no game to play.
I always favored the KH handheld games, because largely, they never forgot to be games first. They still had lots of story but Chain of Memories, 358/2 Days, Birth by Sleep and Re:Coded at least had a bit more going on in the game than mashing X and sometimes Triangle. Character building, state management, synthesis systems that made actual sense, characters with different style of play rather than one homoginized all-arounder - there were games there and they were striving to be something else besides a generic action RPG with Disney/Final Fantasy flavoring.
And yet I hear people complain about those all the time. I think its actually because they require a bit more than mashing X and sometimes Triangle.
And yet I can really go without story a lot of the time. I appreciate it when its done well and doesn't consume the majority of the experience. I still look upon Zelda: Majora's Mask and Wind Waker as some of the finest story experiences because I really did feel like a part of those events and they were done with a maturity that didn't require an M rating. And they were brief and well-characterized moments, to boot.
But most of the time, I want to roam and explore and figure things out on my own. I feel more at home in Metroid Prime than Metroid Other M. I enjoy Mario Galaxy's pletforming with simplistic more than Rachet and Clank's desire to be port shooter, part Pixar movie.
And even though the Metal Gear Solid series can really, really dig into the cinematic structure - it never forgets what it is. The fourth wall is broken ritually and so casually it sometimes hilarious. Press the Square Button to climb the ladder? OK, Colonel, will do.
They speak it so casually because to gamers that's just going to make sense, though to the non-gamer watching that fourth wall was just shattered.
But for Heavy Rain, to say such a thing would be shameful in the narrative. And why be embarrassed. You'll give me the text prompt to tell me "Press X to Jason" - a prompt which is rather ridiculous to even think about, but you can't have it spoken in-game? Why is a game presenting itself as a game something to be ashamed of?
I dislike that kind of strict adherence to cinematic presentation. Why so serious? Mario doesn't question the nature of Question Blocks, Naked Snake belives eating glowing mushrooms restores battery power and, for him, it actually does no mater how much that doesn't makes sense.
Be grown up enough to admit that gaming as an interactive medium breaks up some seriousness with some silliness. Its actually a beautiful thing to see a game just present itself as a game without flinching at how silly it makes the narrative look and sometimes giving a wink and a nod to the player.
TONY... while False made a fantastic counter argument, I have to go with video games embracing their interactive nature and not trying to be movies in any way. With today's tech, there shouldn't be any moments of "watching it unfold" on the screen... every moment should allow for some form of interactivity. While False raised some excellent points about learning from movies, I would rather that games learn from themselves and just forget movies altogether. I think that there MUST be new ways of telling stories, not reliant on movie narrative.
TONY
This might be kind of a troubled debate since it hits so near to the dreaded "Are video games 'art'?" debate. I recently changed my stance on that question, and it frames my view on this issue. I believe games are a sort of 'meta art' just like the world we live in. Yes, the objects we interact with in this world can be seen as art - but if that is true... then we get NOTHING from calling video games art. Because, what is 'not' art, right?
If life is a bit of meta art that houses the place that art can live, then I feel that is what video games can be too. Video games can be a space of interactivity where art can be created and a place where art can exist inside. Movies and paintings function to be an unchanging linear experience in and of themselves, and linear when we disregard the way we all experience them differently in our own minds.
What I am suggesting is that video games should absolutely NOT try and be like movies, when their function is to be interactive much like a living world. (Yes, I'm including games like Tetris in that - why not?). The more interactivity you have, the more you get transported to that world. With more interactivity - you actually start 'living' there doing amazing things. With less interactivity we do significantly less amazing things. The amazing things are instead shown through movies and in the case of Heavy Rain, it reminds me of controlling my DVD player, pausing, playing, and going backwards and forwards - looking at all the linear content. Games like that are fun, but they are essentially movies.
I want to interact. And I don't think people are really interested in less interaction. I think people like the cut scenes from MGS4, but what they really want is to interact with the MGS world the way Snake does in those awesome cut-scenes. If it is inspiring to watch something happen from the sidelines, imagine what it will be like if you are actually doing it!
Also, I don't think that most of the things falsenipple took out of video games were exclusive to movies. Just because a game has sound does not mean that it is trying to be like a movie.
If video games are trying to be movies at all then not only are they missing the point, but they are also trying too hard.
This might be kind of a troubled debate since it hits so near to the dreaded "Are video games 'art'?" debate. I recently changed my stance on that question, and it frames my view on this issue. I believe games are a sort of 'meta art' just like the world we live in. Yes, the objects we interact with in this world can be seen as art - but if that is true... then we get NOTHING from calling video games art. Because, what is 'not' art, right?
If life is a bit of meta art that houses the place that art can live, then I feel that is what video games can be too. Video games can be a space of interactivity where art can be created and a place where art can exist inside. Movies and paintings function to be an unchanging linear experience in and of themselves, and linear when we disregard the way we all experience them differently in our own minds.
What I am suggesting is that video games should absolutely NOT try and be like movies, when their function is to be interactive much like a living world. (Yes, I'm including games like Tetris in that - why not?). The more interactivity you have, the more you get transported to that world. With more interactivity - you actually start 'living' there doing amazing things. With less interactivity we do significantly less amazing things. The amazing things are instead shown through movies and in the case of Heavy Rain, it reminds me of controlling my DVD player, pausing, playing, and going backwards and forwards - looking at all the linear content. Games like that are fun, but they are essentially movies.
I want to interact. And I don't think people are really interested in less interaction. I think people like the cut scenes from MGS4, but what they really want is to interact with the MGS world the way Snake does in those awesome cut-scenes. If it is inspiring to watch something happen from the sidelines, imagine what it will be like if you are actually doing it!
Also, I don't think that most of the things falsenipple took out of video games were exclusive to movies. Just because a game has sound does not mean that it is trying to be like a movie.
If video games are trying to be movies at all then not only are they missing the point, but they are also trying too hard.
FALSE
I agree with both arguments, but I don't think Tony really addressed the question. He wrote a great argument for "why games shouldn't try too hard" to be like movies, but he didn't really (in my opinion) answer "whether games are currently trying too hard".
I agree with both arguments, but I don't think Tony really addressed the question. He wrote a great argument for "why games shouldn't try too hard" to be like movies, but he didn't really (in my opinion) answer "whether games are currently trying too hard".
TONY - To me at least it's not a question of whether there are clear influences of film, which is essentially what Falsenipple is arguing for, but rather if the industry wrongly goes to certain techniques (such as cutscenes) over preferable alternatives unique to videogames.
I think what Byronic said is selling both the cutscene and what Valve have done with their games short. A cutscene done right has the potential to deliver emotion and points of interest much better than simply delivering narrative or introducing features while retaining the first person perspective. What Valve does is carefully craft stories and situations in which they never have to break character and thus never break the immersion, something a cutscene can never do. It's more than just removing the letterbox because it has a significant advantage and a number of trade-offs (which have gotten fewer as games have gotten more sophisticated).
I think people may be riding the in-game route more and more because it's something that wasn't been possible for a long time. There are plenty of cutscenes now which are either a limitation of budget or a lazy design choice because games have sophisticated to the point where we can play where we once had to be shown. But moving forward isn't about throwing away the past. We're not David Cage, we don't believe that industry staples like boss battles are a relic of a bygone age just like cutscenes aren't. They'll always have their place as a legitimate tool to deliver story in my eyes.
Just because it's not interactive doesn't mean that games are trying to be film though. Kojima clearly chose to deliver lots of story through cutscenes (several movies worth of cutscenes) but he was also trying to craft an intricate story full of emotion. Could he have done it without cutscenes, all in-game pseudo-cutscenes? I'm sure he could've but I doubt it would've been as effective, the interaction would've been incredibly limited and everything heavily scripted. So why not use the best tool for the job?
I think what Byronic said is selling both the cutscene and what Valve have done with their games short. A cutscene done right has the potential to deliver emotion and points of interest much better than simply delivering narrative or introducing features while retaining the first person perspective. What Valve does is carefully craft stories and situations in which they never have to break character and thus never break the immersion, something a cutscene can never do. It's more than just removing the letterbox because it has a significant advantage and a number of trade-offs (which have gotten fewer as games have gotten more sophisticated).
I think people may be riding the in-game route more and more because it's something that wasn't been possible for a long time. There are plenty of cutscenes now which are either a limitation of budget or a lazy design choice because games have sophisticated to the point where we can play where we once had to be shown. But moving forward isn't about throwing away the past. We're not David Cage, we don't believe that industry staples like boss battles are a relic of a bygone age just like cutscenes aren't. They'll always have their place as a legitimate tool to deliver story in my eyes.
Just because it's not interactive doesn't mean that games are trying to be film though. Kojima clearly chose to deliver lots of story through cutscenes (several movies worth of cutscenes) but he was also trying to craft an intricate story full of emotion. Could he have done it without cutscenes, all in-game pseudo-cutscenes? I'm sure he could've but I doubt it would've been as effective, the interaction would've been incredibly limited and everything heavily scripted. So why not use the best tool for the job?
@Vail: Forgive me if this comes out wrong, but I don't see where you have drawn the line that puts you for the proposition.
FALSE
This has been easily the most difficult decision I've had to make so far in Debatoid, because both of the arguments are valid. Tony's argument makes sense all the way through, whilst everything False put fifth paragraph and beyond gave a clearer understanding of what he was trying to get at.
In the end, I have decided to side with Falsenipple for this reason; there was a time when videogames overstepped the mark when 'trying' to be like movies, and that was in the laserdisc era. You remember, when the Sega Mega CD and Panasonic 3DO came out? Quite a few games just involved pushing a direction or button to see the next bit of animation/FMV. Sure, it looked nice, but at the end of the day, interaction was at a minimum, and for a gamer like myself, I wanted a game with more than that.
The issue is, developers have learnt from this era. Games may have tried too hard to be like movies in the past but certainly not now. The only game that has ever concerned me with the laserdisc era of interaction since was when I heard the premise of Heavy Rain. When I played it, I enjoyed it, and learnt about the differences in events in my friend's playthrough. Technology has allowed us to have television-style images in a game now, without taking away too much control of what we want to do that interests us.
You can also see how popular sand-box style games are. Developers know that you'd prefer to be in control and doing things more than a cut-scene, which some developers use as a reward as well as something to move the plot forward.
This has been easily the most difficult decision I've had to make so far in Debatoid, because both of the arguments are valid. Tony's argument makes sense all the way through, whilst everything False put fifth paragraph and beyond gave a clearer understanding of what he was trying to get at.
In the end, I have decided to side with Falsenipple for this reason; there was a time when videogames overstepped the mark when 'trying' to be like movies, and that was in the laserdisc era. You remember, when the Sega Mega CD and Panasonic 3DO came out? Quite a few games just involved pushing a direction or button to see the next bit of animation/FMV. Sure, it looked nice, but at the end of the day, interaction was at a minimum, and for a gamer like myself, I wanted a game with more than that.
The issue is, developers have learnt from this era. Games may have tried too hard to be like movies in the past but certainly not now. The only game that has ever concerned me with the laserdisc era of interaction since was when I heard the premise of Heavy Rain. When I played it, I enjoyed it, and learnt about the differences in events in my friend's playthrough. Technology has allowed us to have television-style images in a game now, without taking away too much control of what we want to do that interests us.
You can also see how popular sand-box style games are. Developers know that you'd prefer to be in control and doing things more than a cut-scene, which some developers use as a reward as well as something to move the plot forward.
@falsenipple
My vote was based purely on strength of the arguments presented by both of you, where I felt that Tony had a stronger argument to the proposition stated. Your argument, while good and an enjoyable read, I felt was more addressing the importance of cinematography to videogames rather than its potential abuse and the negligance of the way in which our medium can uniquely evolve (which is the problem).
I'm personally against the proposition, but I thought I wasn't meant to be voting for my own arguments for/against :p
My vote was based purely on strength of the arguments presented by both of you, where I felt that Tony had a stronger argument to the proposition stated. Your argument, while good and an enjoyable read, I felt was more addressing the importance of cinematography to videogames rather than its potential abuse and the negligance of the way in which our medium can uniquely evolve (which is the problem).
I'm personally against the proposition, but I thought I wasn't meant to be voting for my own arguments for/against :p
TONY Film and games will and always should be separate entities and Tony nailed it. The greatest part about the genre of video games is interactivity. The idea that the presentation is maleable enough to make the player a part of it, but solid enough to drive them along with pre-constructed wonder. Movies are all solid, because it's the entire, unaltered image of an artist. But that's why games are such a unique thing. We get to be part of the presentation. A big part.
Beyond that, film did not invent the concept of music or story or characters or narrative. These elements are a part of movies because that's the directors vision and, more simply, because that's what reality is. Dialog was not invented by film, because that's just people talking. I do that pretty much every day. I wasn't inspired to do so by a movie.
Paintings are visual and colorful and movies are too, but they aren't the same thing and one did not borrow one from the other. They are not the same or born from the other simply by having the same parts. A car is steel, plastic, and wires. So is a blender. But the people who made the blender didn't copy the idea from the car.
Beyond that, film did not invent the concept of music or story or characters or narrative. These elements are a part of movies because that's the directors vision and, more simply, because that's what reality is. Dialog was not invented by film, because that's just people talking. I do that pretty much every day. I wasn't inspired to do so by a movie.
Paintings are visual and colorful and movies are too, but they aren't the same thing and one did not borrow one from the other. They are not the same or born from the other simply by having the same parts. A car is steel, plastic, and wires. So is a blender. But the people who made the blender didn't copy the idea from the car.
@Vali: I always vote on my own stance rather than the ones presented. It's good that you're considering the merits of each of our arguments, and personally I really appreciate that you are. It's just that if we are going to approach a subject honestly we have to be able to believe what we believe without worrying about whom it would align us, or just how scatterbrained their justifications for sharing the same belief are.
Understandably, I can see how my left field approach doesn't address this issue how you would, but I was more concerned about entertaining myself than actually performing a hard sell. Don't let my poor argumentation sway your own opinion. If you agree with Tony, or he changed your mind, then by all means vote for his side of the argument, but if you don't and it's simply how I came at this that unsold you, then I don't know what to say.
I guess sorry would be a good place to start.
Understandably, I can see how my left field approach doesn't address this issue how you would, but I was more concerned about entertaining myself than actually performing a hard sell. Don't let my poor argumentation sway your own opinion. If you agree with Tony, or he changed your mind, then by all means vote for his side of the argument, but if you don't and it's simply how I came at this that unsold you, then I don't know what to say.
I guess sorry would be a good place to start.
@VenusInFurs
I understand and agree with the the spirit of a lot of what you're talking about, but I don't think you can make so many declarative statements ("Videogames are not art", "Interactivity is the key to success", "If you control art, it ceases to be art") about things that there is quite a bit of disagreement on. There are always exceptions to rules and the concept of "art" is not nearly that cut and dry.
I understand and agree with the the spirit of a lot of what you're talking about, but I don't think you can make so many declarative statements ("Videogames are not art", "Interactivity is the key to success", "If you control art, it ceases to be art") about things that there is quite a bit of disagreement on. There are always exceptions to rules and the concept of "art" is not nearly that cut and dry.
TONY
I agree with the statement that video games are a distinct medium that present a unique experience, interactivity. Video games rely on that aspect. I wouldn't say that video games "owe it" to movies at all because we can see that successful games such as Minecraft and even Angry Birds are about the gameplay and not delivering a "cinematic" experience, or even a story really.
I agree with the statement that video games are a distinct medium that present a unique experience, interactivity. Video games rely on that aspect. I wouldn't say that video games "owe it" to movies at all because we can see that successful games such as Minecraft and even Angry Birds are about the gameplay and not delivering a "cinematic" experience, or even a story really.
@falsenipple
Well you succeeded in entertaining me, just you won my heart rather than my vote. I was just voting in accordance with that there rule number 6, so I kept my vote separate and then wrote 3 paragraphs of my opinion (which is squarely in your camp). It does say "in a change" though so I can appreciate where I assume you're coming from.
Well you succeeded in entertaining me, just you won my heart rather than my vote. I was just voting in accordance with that there rule number 6, so I kept my vote separate and then wrote 3 paragraphs of my opinion (which is squarely in your camp). It does say "in a change" though so I can appreciate where I assume you're coming from.
FALSE
I'm gonna have to go with falsenipple on this one. There are some games, Heavy Rain is an example, which try way too hard to be as much of a movie as possible while still technically being a video game. LA Noir is coming out soon, and while it looks interesting, I fear that it might fall into this same category. It just looks likes it's trying way to hard to look like a movie.
For the majority of video games, however, I don't feel that this is a problem. It's perfectly fine to take elements of film-making, or any other form of media for that matter, and utilize them when making a video game. You just have to keep in mind that your final product should focus primarily on the video game aspect, rather than the film aspect. We all watch movies, read books, listen to music, play video games, and whatever else. These things influence our lives, so it makes perfect sense to consider these influences when you're making something of your own. Cutscenes and interesting camera angles can and do work in video games, just as long as they're used appropriately and the gameplay isn't completely sacrificed.
For a game like Heavy Rain, however, it seemed to me that the creator would rather have been making a movie than a video game, and I don't necessarily think that's a good way to go about making something.
I'm gonna have to go with falsenipple on this one. There are some games, Heavy Rain is an example, which try way too hard to be as much of a movie as possible while still technically being a video game. LA Noir is coming out soon, and while it looks interesting, I fear that it might fall into this same category. It just looks likes it's trying way to hard to look like a movie.
For the majority of video games, however, I don't feel that this is a problem. It's perfectly fine to take elements of film-making, or any other form of media for that matter, and utilize them when making a video game. You just have to keep in mind that your final product should focus primarily on the video game aspect, rather than the film aspect. We all watch movies, read books, listen to music, play video games, and whatever else. These things influence our lives, so it makes perfect sense to consider these influences when you're making something of your own. Cutscenes and interesting camera angles can and do work in video games, just as long as they're used appropriately and the gameplay isn't completely sacrificed.
For a game like Heavy Rain, however, it seemed to me that the creator would rather have been making a movie than a video game, and I don't necessarily think that's a good way to go about making something.
FALSE
I think he stated his argument better, and I slightly lean more towards with position too.
When the alternative to having a cutscene is choosing where to look while other characters talk at me I don’t much see the point, some games do things differently like Mass Effect and they’re all the better for it, but they’re also rare. Although I think there’s plenty of room for both methods, depends on what type of story is being told.
I think he stated his argument better, and I slightly lean more towards with position too.
When the alternative to having a cutscene is choosing where to look while other characters talk at me I don’t much see the point, some games do things differently like Mass Effect and they’re all the better for it, but they’re also rare. Although I think there’s plenty of room for both methods, depends on what type of story is being told.
FALSE
As much as I want to point an accusing finger at Metal Gear Solid and Heavy Rain, those games are rare cases of cutscene misuse. Games I've played recently that walk the line between film and game with grace were Crysis 2 and Dead Space 2. They both had, what I would consider "action movie moments" but they were complimented by great gameplay as well. The Mass Effect and Red Dead Redemption are some other wonderful examples. There's a delicate balance that, if achieved, is incredibly evoking.
Basically, are games trying too hard to be like movies? No. Are there a few glaring exceptions to this? Of course.
The jury is still out on LA Noire. I'm cautiously excited for it but I'll find out in May if that excitement is justified or just blurred optimism.
As much as I want to point an accusing finger at Metal Gear Solid and Heavy Rain, those games are rare cases of cutscene misuse. Games I've played recently that walk the line between film and game with grace were Crysis 2 and Dead Space 2. They both had, what I would consider "action movie moments" but they were complimented by great gameplay as well. The Mass Effect and Red Dead Redemption are some other wonderful examples. There's a delicate balance that, if achieved, is incredibly evoking.
Basically, are games trying too hard to be like movies? No. Are there a few glaring exceptions to this? Of course.
The jury is still out on LA Noire. I'm cautiously excited for it but I'll find out in May if that excitement is justified or just blurred optimism.
FALSE
I might have voted differently, until even Mortal Kombat showed me how a story can dramatically change any sort of gameplay into a gripping experience. I won't spoil, but I truly wished I didn't have to win the penultimate fight in story mode, I was so caught up in the terror and hopelessness of the moment.
I might have voted differently, until even Mortal Kombat showed me how a story can dramatically change any sort of gameplay into a gripping experience. I won't spoil, but I truly wished I didn't have to win the penultimate fight in story mode, I was so caught up in the terror and hopelessness of the moment.
FALSE
I don't necessarily think that video games are "trying to hard" to be like movies, but I definitely do see many games borrow ideas from movies nowadays and it's not a bad thing. I think it's a healthy thing for industries to borrow/share ideas/work/whatever with one another. It keeps things fresh and exciting.
That line between film and video games is blurring more and more, and with games like Mass Effect and Red Dead Redemption, I am not complaining one bit.
I don't necessarily think that video games are "trying to hard" to be like movies, but I definitely do see many games borrow ideas from movies nowadays and it's not a bad thing. I think it's a healthy thing for industries to borrow/share ideas/work/whatever with one another. It keeps things fresh and exciting.
That line between film and video games is blurring more and more, and with games like Mass Effect and Red Dead Redemption, I am not complaining one bit.
FALSE
Wish I had something to add to this but really I have to ponder all of it a bit. This is the toughest debate yet. Lovely. Fucking adore this series.
Wish I had something to add to this but really I have to ponder all of it a bit. This is the toughest debate yet. Lovely. Fucking adore this series.
TONY
falsenipple's argument sounded more like he was just pointing out that film emerged as a medium before videogames. Of course games will have to borrow some of the terminology and nomenclature from film; they're both visual media. However games have that essential interactive element. I don't care how many cutscenes a game has (or even if they're good cutscenes) as long as I'm able to move a character, a cursor, a something and interact with the environment in some way, I'm playing a game.
Do I think people like David Cage are idiots with what they're trying to do? Absolutely. Games can imitate film, borrow techniques--camera angles, lighting, music, etc. etc., but we need to keep interactivity. If you're developer and you want to create something that's 90% cutscenes, go ahead. I don't think it'll end up being a good game. It'll still be a game, but maybe you'd be better off just trying to make a movie.
falsenipple's argument sounded more like he was just pointing out that film emerged as a medium before videogames. Of course games will have to borrow some of the terminology and nomenclature from film; they're both visual media. However games have that essential interactive element. I don't care how many cutscenes a game has (or even if they're good cutscenes) as long as I'm able to move a character, a cursor, a something and interact with the environment in some way, I'm playing a game.
Do I think people like David Cage are idiots with what they're trying to do? Absolutely. Games can imitate film, borrow techniques--camera angles, lighting, music, etc. etc., but we need to keep interactivity. If you're developer and you want to create something that's 90% cutscenes, go ahead. I don't think it'll end up being a good game. It'll still be a game, but maybe you'd be better off just trying to make a movie.
TONY
falsenipple's argument sounded more like he was just pointing out that film emerged as a medium before videogames. Of course games will have to borrow some of the terminology and nomenclature from film; they're both visual media. However games have that essential interactive element. I don't care how many cutscenes a game has (or even if they're good cutscenes) as long as I'm able to move a character, a cursor, a something and interact with the environment in some way, I'm playing a game.
Do I think people like David Cage are idiots with what they're trying to do? Absolutely. Games can imitate film, borrow techniques--camera angles, lighting, music, etc. etc., but we need to keep interactivity. If you're developer and you want to create something that's 90% cutscenes, go ahead. I don't think it'll end up being a good game. It'll still be a game, but maybe you'd be better off just trying to make a movie.
falsenipple's argument sounded more like he was just pointing out that film emerged as a medium before videogames. Of course games will have to borrow some of the terminology and nomenclature from film; they're both visual media. However games have that essential interactive element. I don't care how many cutscenes a game has (or even if they're good cutscenes) as long as I'm able to move a character, a cursor, a something and interact with the environment in some way, I'm playing a game.
Do I think people like David Cage are idiots with what they're trying to do? Absolutely. Games can imitate film, borrow techniques--camera angles, lighting, music, etc. etc., but we need to keep interactivity. If you're developer and you want to create something that's 90% cutscenes, go ahead. I don't think it'll end up being a good game. It'll still be a game, but maybe you'd be better off just trying to make a movie.
@Byronic Man
You bring up some good points, and I can see how my focusing on examples of very narratively-driven games is a bit baffling. I kind of took it for granted that games which aren't trying to spin a yarn obviously aren't trying too hard to be like movies and intended to point out that those games that ARE focused on a tight narrative become immensely more compelling when they deviate from purely "cinematic" ways of telling that story (not to imply that they share NOTHING with film). That said, this approach did, as @RichardBlaine observes, result in an argument that seemed to address "why games shouldn't try too hard" more than that "games are currently trying too hard".
In any case, having a blast seeing all the discussion over this topic!
You bring up some good points, and I can see how my focusing on examples of very narratively-driven games is a bit baffling. I kind of took it for granted that games which aren't trying to spin a yarn obviously aren't trying too hard to be like movies and intended to point out that those games that ARE focused on a tight narrative become immensely more compelling when they deviate from purely "cinematic" ways of telling that story (not to imply that they share NOTHING with film). That said, this approach did, as @RichardBlaine observes, result in an argument that seemed to address "why games shouldn't try too hard" more than that "games are currently trying too hard".
In any case, having a blast seeing all the discussion over this topic!
I don't know where Jim Sterling got this idea, but I think it's ridiculous. By his own logic Dragon's Lair is not even a game it must be some sort of Disney movie.
@Tony:
I kind of took it for granted that games which aren't trying to spin a yarn obviously aren't trying too hard to be like movies and intended to point out that those games that ARE focused on a tight narrative become immensely more compelling when they deviate from purely "cinematic" ways of telling that story (not to imply that they share NOTHING with film). That said, this approach did, as @RichardBlaine observes, result in an argument that seemed to address "why games shouldn't try too hard" more than that "games are currently trying too hard".
And that's what I'm confused by. A lot of the commentators aren't actually addressing whether or not games have crossed the line, but rather assuming that they have or that they're ready with torch and pitchfork in hand to rush blindly to some lynching.
I mean it's cool that that they care and all. This is a gaming blog, and passion should never be at a premium here, but regardless I sometimes wonder if people tend wonder if people are so terrified and cynical that they take what-if situations with as much gravity as ones that actually exist, or, worse yet, as if they already do.
Go back and look at just the question. Disregard both of our arguments, and ask yourself right now, and I mean as of this moment, "Are video games trying too hard to be like movies?"
I kind of took it for granted that games which aren't trying to spin a yarn obviously aren't trying too hard to be like movies and intended to point out that those games that ARE focused on a tight narrative become immensely more compelling when they deviate from purely "cinematic" ways of telling that story (not to imply that they share NOTHING with film). That said, this approach did, as @RichardBlaine observes, result in an argument that seemed to address "why games shouldn't try too hard" more than that "games are currently trying too hard".
And that's what I'm confused by. A lot of the commentators aren't actually addressing whether or not games have crossed the line, but rather assuming that they have or that they're ready with torch and pitchfork in hand to rush blindly to some lynching.
I mean it's cool that that they care and all. This is a gaming blog, and passion should never be at a premium here, but regardless I sometimes wonder if people tend wonder if people are so terrified and cynical that they take what-if situations with as much gravity as ones that actually exist, or, worse yet, as if they already do.
Go back and look at just the question. Disregard both of our arguments, and ask yourself right now, and I mean as of this moment, "Are video games trying too hard to be like movies?"
(I'm kind of late for this by internet standards, but whatever. Here's what I have to say.)
Mankind has been reciting stories for centuries. In through all this time all the most memorable of such tales have never been interactive. The fact is none of these stories were interactive for a reason, it's much more compelling and immersive when you have no control.
You think the stories of the Gods in Greek mythology would have as compelling if people actually could have pitched in and "interacted" with the story? Would the bible been as impactful if it did the same? Heck, even cavemen understood this concept, that's way their cave paintings weren't some weird MAD libs drawings.
Even Mass Effect and all games that fall under it's category, their choices are mere illusions. It's linear, the only difference is you choose which linear path you find more engaging. The story and character developments are still completely Biowares own doing though. Whenever this subject is brought up I'm reminded of when Manhunt 2 was given the dreaded "AO" rating. I can't remember which website did the interview or when it happened, but I'm sure that someone actually interviewed someone from the ESRB(or PEGI?) after it. It was revealed that they actually tested the game in focus groups before the rating and came up with very interesting results. The fact is any time the players were given control of the murdering (with QTE) the player would actually become less immersed.
It was a bit of a shock for me at first, but it made sense once explained. Once the player was told to take action, he was immediately reminded that it was a game, thus shattering the immersion he once had. David Jaffe has also claimed to have the same sort of focus test, and revealed he came with similar results.
As amazing as interactivity is, it's powers seem limited. Interactivity is used where it's always belonged, in gameplay, because it's fun. That's way all the best games, including video games, are interactive. This medium is so complex and rich however that it has managed to find a way have both at the same time. Good stories and fun, storytelling and games.
Movies and video games may be apples and oranges, but these days we've become lucky enough to have both at the same time. So why the fuck are some refusing this?
Mankind has been reciting stories for centuries. In through all this time all the most memorable of such tales have never been interactive. The fact is none of these stories were interactive for a reason, it's much more compelling and immersive when you have no control.
You think the stories of the Gods in Greek mythology would have as compelling if people actually could have pitched in and "interacted" with the story? Would the bible been as impactful if it did the same? Heck, even cavemen understood this concept, that's way their cave paintings weren't some weird MAD libs drawings.
Even Mass Effect and all games that fall under it's category, their choices are mere illusions. It's linear, the only difference is you choose which linear path you find more engaging. The story and character developments are still completely Biowares own doing though. Whenever this subject is brought up I'm reminded of when Manhunt 2 was given the dreaded "AO" rating. I can't remember which website did the interview or when it happened, but I'm sure that someone actually interviewed someone from the ESRB(or PEGI?) after it. It was revealed that they actually tested the game in focus groups before the rating and came up with very interesting results. The fact is any time the players were given control of the murdering (with QTE) the player would actually become less immersed.
It was a bit of a shock for me at first, but it made sense once explained. Once the player was told to take action, he was immediately reminded that it was a game, thus shattering the immersion he once had. David Jaffe has also claimed to have the same sort of focus test, and revealed he came with similar results.
As amazing as interactivity is, it's powers seem limited. Interactivity is used where it's always belonged, in gameplay, because it's fun. That's way all the best games, including video games, are interactive. This medium is so complex and rich however that it has managed to find a way have both at the same time. Good stories and fun, storytelling and games.
Movies and video games may be apples and oranges, but these days we've become lucky enough to have both at the same time. So why the fuck are some refusing this?

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