I got an eery feeling in The Darkness when you spend quality romantic time with Jackie's girlfriend Jenny, and she even kisses you in first person.
Eery.... but an interesting concept.
Eery.... but an interesting concept.
Cutscenes (especially in MGS4) are abused to hell and back. Gaming is an interactive medium. If a developer is making you sit through hours of non-interactive stuff to convey their story they probably aren't trying hard enough. If I wanted to watch, I'd buy a movie. I didn't, I wanted to play so bought a game.
The major gripe I have with games is that the majority of developers haven't progressed enough in their ability to tell a story. It irks me that in most games that in the most pivotal, hard-hitting or epic moments control is often taken from the player and the game becomes a movie. Would the scenes in CoD4 after the nuke or at the end of the game have been anywhere near as good if control had been removed? no.
The major gripe I have with games is that the majority of developers haven't progressed enough in their ability to tell a story. It irks me that in most games that in the most pivotal, hard-hitting or epic moments control is often taken from the player and the game becomes a movie. Would the scenes in CoD4 after the nuke or at the end of the game have been anywhere near as good if control had been removed? no.
@Timmeh
That is entirely true, but that's what happens when a medium is in it's infancy. People are still trying to figure all this out, and you really can't expect the multi-million dollar projects to put too much experimentation into their works. It's too much risk.
That's why I find the growing indie scene, not only enthralling, but important. It allows for people to really toy around with how "to use the medium to it's full potential". I mean mr durand pierre mentioned Braid, and that's a perfect example of what I'm talking about. Great use of game mechanics and game play to convey not symbollism to the story, but to just as much of the story as the text. That's the kind of prolific experimentation that's going to move games to a respected art form.
@Mr Durand Pierre
You mentioned Half Life 2: Episode 1, and said "[Gordon] never really feels like a character." I don't think this is so much a downfall of the medium as much as it is a deliberate choice by Valve. They've said since the original Half Life that you are suppose to be Gordon Freeman. Your hands are his hands. Your legs are his legs. Your eyes are his eyes. That's why you don't make a connection to him. Because he's not really someone they have to develop. He's you.
That is entirely true, but that's what happens when a medium is in it's infancy. People are still trying to figure all this out, and you really can't expect the multi-million dollar projects to put too much experimentation into their works. It's too much risk.
That's why I find the growing indie scene, not only enthralling, but important. It allows for people to really toy around with how "to use the medium to it's full potential". I mean mr durand pierre mentioned Braid, and that's a perfect example of what I'm talking about. Great use of game mechanics and game play to convey not symbollism to the story, but to just as much of the story as the text. That's the kind of prolific experimentation that's going to move games to a respected art form.
@Mr Durand Pierre
You mentioned Half Life 2: Episode 1, and said "[Gordon] never really feels like a character." I don't think this is so much a downfall of the medium as much as it is a deliberate choice by Valve. They've said since the original Half Life that you are suppose to be Gordon Freeman. Your hands are his hands. Your legs are his legs. Your eyes are his eyes. That's why you don't make a connection to him. Because he's not really someone they have to develop. He's you.
Totally agree about MGS4, while I enjoyed the game a lot, and yes even the massive cutscenes, I felt I would have enjoyed it so much more if Kojima had just hired an editor hahah, too many long pauses and mismatched dialogue.
Personally, I love the direction in which games are headed. Mirrors Edge, Farcry 2 and Dead Space in particular for the utilization of their environments and their lack of HUD.
Dead Space especially impressed me with with it's phenomenal design choices, having everything you need actually in the game.
Farcry 2 has many elements that are fap worthy; guns that get dirty and jam, debris and shrapnel that have to be ripped from your body, a map and compass that you hold on screen etc.
Mirrors Edge implements amazingly diverse environmental interaction, achieving something along the lines of Assassins Creed in first person mode. Being able to grab on to ledges, balance along narrow paths, jumping and reaching etc.
All of these games are bringing something unique to the table in terms of overall design. They don't stick to regular conventions, they all have interesting stories that are enhanced by the games design choices and the level of interaction between player and world has been enhanced 10 fold.
I've been wanting to write a piece of where I think games are headed in terms of interactivity, I think your post might have just given me some inspiration!
Personally, I love the direction in which games are headed. Mirrors Edge, Farcry 2 and Dead Space in particular for the utilization of their environments and their lack of HUD.
Dead Space especially impressed me with with it's phenomenal design choices, having everything you need actually in the game.
Farcry 2 has many elements that are fap worthy; guns that get dirty and jam, debris and shrapnel that have to be ripped from your body, a map and compass that you hold on screen etc.
Mirrors Edge implements amazingly diverse environmental interaction, achieving something along the lines of Assassins Creed in first person mode. Being able to grab on to ledges, balance along narrow paths, jumping and reaching etc.
All of these games are bringing something unique to the table in terms of overall design. They don't stick to regular conventions, they all have interesting stories that are enhanced by the games design choices and the level of interaction between player and world has been enhanced 10 fold.
I've been wanting to write a piece of where I think games are headed in terms of interactivity, I think your post might have just given me some inspiration!
@ Timmeh,
I agree that the way the nuke was handled in CoD4 was brilliant. It kind of falls under the "what was right about Half-Life" category. That game also didn't need much character development for the playable protagonists (Soap and the American whose name escapes me at the moment) as what are they going to be saying on the battlefield anyway?
A really cool innovation that game had was that you'd see Lt. Price as a third-person NPC for most of the game, but then they do let you play as him (via flashback in another level). It made me feel much closer to him when it switched back to him being an NPC.
@Nubc4akes,
I guess what I meant about Half-Life 2 was that I understand what Valve was going for and thought it worked a great majority of the time, but not so much when characters were addressing me. I could jump on their heads, hit them with my crowbar, or otherwise act like a jackass while they're speaking to me and they wouldn't react to my shenanigans. If characters would just say one or two lines to me at a time and I wouldn't respond, I don't think it would break the immersion much. But when characters have long-winded one-sided conversations with me while I'm not saying anything, it feels like it breaks the game even more than if my character spoke and said something that isn't 100% what I would say. It's pretty tricky though as if your character's dialogue or voice-acting suck it can be way worse than saying nothing at all.
I think Bioshock handled this well, as all the communication is done via transceiver. I suppose if I were in that situation I'd be saying stuff back to Atlas, but it didn't strike me as awkward as when a character talks to my face and I don't respond. Of course, there is the seminal scene in that game where you do meet a character face to face, but it makes sense why you don't talk back there. I'll say no more for those who haven't played it.
@Skribble,
I agree that Dead Space's lack of HUD looks really cool. I'm especially a fan of how your health is shone via the protagonist's glowing spine.
I'm a bit on the fence about Mirror's Edge. It looks hard to control, but I've heard otherwise and would really like to play it. I'd probably be pleasantly surprised. I believe I heard that there are going to be third-person cutscenes in the game and I'm curious if they're going to fit in well with the gameplay. Only time will tell.
I agree that the way the nuke was handled in CoD4 was brilliant. It kind of falls under the "what was right about Half-Life" category. That game also didn't need much character development for the playable protagonists (Soap and the American whose name escapes me at the moment) as what are they going to be saying on the battlefield anyway?
A really cool innovation that game had was that you'd see Lt. Price as a third-person NPC for most of the game, but then they do let you play as him (via flashback in another level). It made me feel much closer to him when it switched back to him being an NPC.
@Nubc4akes,
I guess what I meant about Half-Life 2 was that I understand what Valve was going for and thought it worked a great majority of the time, but not so much when characters were addressing me. I could jump on their heads, hit them with my crowbar, or otherwise act like a jackass while they're speaking to me and they wouldn't react to my shenanigans. If characters would just say one or two lines to me at a time and I wouldn't respond, I don't think it would break the immersion much. But when characters have long-winded one-sided conversations with me while I'm not saying anything, it feels like it breaks the game even more than if my character spoke and said something that isn't 100% what I would say. It's pretty tricky though as if your character's dialogue or voice-acting suck it can be way worse than saying nothing at all.
I think Bioshock handled this well, as all the communication is done via transceiver. I suppose if I were in that situation I'd be saying stuff back to Atlas, but it didn't strike me as awkward as when a character talks to my face and I don't respond. Of course, there is the seminal scene in that game where you do meet a character face to face, but it makes sense why you don't talk back there. I'll say no more for those who haven't played it.
@Skribble,
I agree that Dead Space's lack of HUD looks really cool. I'm especially a fan of how your health is shone via the protagonist's glowing spine.
I'm a bit on the fence about Mirror's Edge. It looks hard to control, but I've heard otherwise and would really like to play it. I'd probably be pleasantly surprised. I believe I heard that there are going to be third-person cutscenes in the game and I'm curious if they're going to fit in well with the gameplay. Only time will tell.
This is a blog about interactivity and you're talking about cut scenes? What about interactivity when you're actually playing the game? Bah, this is rubbish... I love you.
Great post. I don't mind cutscenes in games usually, but it always annoys the hell out of me when there is a long one before I can start playing. I just want to start playing immediately, after that you can do what you like. Unless you're xenosaga.
I will say, also, that the quality of the cutscene matters a great deal to me. This might be obvious but most of the time cutscenes are just referred to as one equal entity, there really is no comparing most of them to, say, Blizzard cutscenes. I don't know how many times I've played through Diablo 2, but whenever I enter Act 5 I have to watch the Baal cutscene. Simply have to. I usually play through it with a friend or two and they pretty much instinctively know to go AFK when we finish hell because I'm muting ventrilo and watching that cutscene haha. Warcraft 3's are another that are completely rewatchable and don't break the game's immersion for me at all - if anything, enhances it. Thrall and Grom vs. Mannoroth? Yes, please.
I will say, also, that the quality of the cutscene matters a great deal to me. This might be obvious but most of the time cutscenes are just referred to as one equal entity, there really is no comparing most of them to, say, Blizzard cutscenes. I don't know how many times I've played through Diablo 2, but whenever I enter Act 5 I have to watch the Baal cutscene. Simply have to. I usually play through it with a friend or two and they pretty much instinctively know to go AFK when we finish hell because I'm muting ventrilo and watching that cutscene haha. Warcraft 3's are another that are completely rewatchable and don't break the game's immersion for me at all - if anything, enhances it. Thrall and Grom vs. Mannoroth? Yes, please.
One of the things I've always liked about the Half-Life games is that fact that with Gordon not speaking, the player is Gordon. You interject your own feelings into him instead of being led around as much as other games by what the developers expect you to think in that situation, and placing that in the character. It adds more of an immersive atmosphere than a lot of games

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