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Community Discussion: Blog by mr durand pierre | Interactivity in Games: Is it Necessary all the Time?Destructoid
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I play all sorts of games (except sports games and fighters), but I'm mostly into games that are varying mixtures of action and adventure. So anything from Devil May Cry to Braid. My favorite games include (but are not limited to) Shadow of the Colossus, Okami, most Zelda games, Mario platformers, the Metroid franchise, Metal Gear Solid, and anything by Tim Schafer.

Lately I've been replaying Okami. Quite simply the prettiest game ever made.
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There's been a lot of discussion as to whether games need to be interactive at all times, or if it's an equally valid approach to rip control away from the player in the form of cutscenes, mandatory text, etc...  Interactivity is, after all, the one thing that separates gaming from any other artform.  But do games need to strive to do this all the time in order to best take advantage of the medium? 

In 1996 Half-Life was revolutionary in that it told a complete story without ever breaking interactivity.  At no point could you not move around or control the first-person viewpoint.  Everything was told in-game through clever level design and subtly scripted sequences.  This worked fantastically and proved that you don't need to rip control away from the player in order to spin a good yarn.

Six years later and Half-Life 2 tried the same approach.  It still worked well, but I took issue with it a little more the second time.  See, in the first Half-Life, Gordon was alone almost the entire game.  The games' intro had a few people saying "hello" to him, but that was about it.  It was a very lonely game and everything the game had to tell could be told simply by viewing things through Gordon's eyes.  But in Half-Life 2, Gordon has friends.  People talk to him like he's their buddy.  He even has a sort of romantic interest.  The fact that Gordon never, ever talks and we never see him (outside the games' boxart) makes us wonder what exactly anyone sees in him. In short, it feels false.

For example, there's a moment in Half-Life 2: Episode 1 where Alex hugs Gordon in first-person.  It's an interesting moment, and something I haven't seen in a game before, but to me, it highlighted the weaknesses of the medium.  I wasn't getting a hug.  I was on sitting on my couch.  Granted the same would be true in any medium, but by trying to be extra immersive it ended up just looking goofy and thus breaking the immersion.  Conversely, had this been handled in third-person and we actually saw two people hugging, we'd strike more of a connection with that (think Ico).  We connect with what we can see.  We do this all the time when we look at animals and personify them.  In Half-Life 2 I can see Alex, and thus I can connect with her.  She feels real to me.  But Gordon?  Even though I'm in his head, seeing through his eyes, he never really feels like a character. 

Admittedly, this is only a problem when interacting with other characters.  Some of the more epic set pieces like seeing an army of marching soldiers on a bridge up ahead convey a greater sense of power as it's all happening in real-time and you feel more immersed in what's going on.  So the first-person/silent-protagonist/never-breaking-the-action thing can work really well sometimes.  Just not all the time.  

A game that I think does an excellent job at combining non-interactive storytelling with gameplay is Shadow of the Colossus.  Shadow of the Colossus does use cutscenes.  Very archaic, non-interactive, old school cutscenes.  But it uses them sparingly, and it uses them well.  Here's why it works:   SotC is at once a short story and a massive epic.  Its' actual plot is very small and vague, but it feels epic because of the scope of the game.  You could write a SotC book or make a SotC movie, but it would be extremely boring as there'd be no talking, no other characters, nor any plot developments to speak of for most of the middle 90% of the story.  To make it at all interesting, you'd have to cut out most of the middle (by scaling it down to only a few colossi perhaps?).  But if you did that, it would no longer feel like an epic and the ending would lose much of its' resonance. Thus, the only way to truly experience this simple, yet epic tale is to play it.

And while a vast majority of the game is interactive, the parts where the plot is explained (to some degree) are done through very traditional cutscenes (with the exception of a couple brief, yet poignant interactive scenes at the end).  But this works because it's a linear story with a prescribed outcome.  You're merely a pawn in Fumito Ueda's story.  Giving you extra control would only break this carefully crafted minimalist tale.

The unique thing about videogames is that they're capable of all forms of multimedia.  While a cutscene is "just a movie," or text is "just reading;" things that have been covered by film and books long before videogames came along, we've never been able to mix them into one concise piece of art until now.  Okay, some movies will have a tad bit of reading (like the opening scroll of Star Wars), but that's about it.  Just because a comic book is pictures and text working together, does that mean that Alan Moore should not have written the text-only inserts between each chapter of The Watchmen?  I felt they added a lot to the story and helped flesh out the world that that story took place in.  But that's one of the rare examples outside videogames where different mediums have melded together.

I used to hate videogame cutscenes because I felt like I could just be watching a movie, and I hated reading a lot of text in games because I felt like I could just be reading a book, but lately I've realized that while taken on their own, these things may seem like a misuse of the medium, but taken as one giant multimedia virtual art gallery, gaming can do things other mediums can't even when they do break away from the idea of being interactive at all times. A game that I feel uses its' medium to it's full potential is Braid.  Braid has no cutscenes, but it does have text.  The neat things about the game is that none of the text is mandatory.  You never have to hit "A" to skip.  It's all there if you want it, but it doesn't get in the way of things at all.  But that's just the tip of the iceberg. 
 
The really interesting thing about Braid is that the text, on it's own, doesn't tell a complete story.  Neither do the levels.  If you just read the text online and don't play the game, it won't make much sense.  If you just play the game and don't read the text, it also won't make much sense.  (Though in the case of Braid you could likely do both and it still won't make sense.  It's not an easy game to grasp).  The story and themes of Braid are told through clever level design, well-written text, and paintings, of all things.  The background art and music also play a big part in adding to the game in both mood and themes (though that's not something specific to Braid).  The point is that Braid combines reading, painting, music, and interactivity to create something completely unique that could not be accomplished by any other single medium.

Not all games do this that well though.  While I haven't played Lost Odyssey, I've heard that one of the highpoints of the game is a collection of short stories that you find scattered throughout the game describing dreams the protagonist has had.  Shane Bettenhausen from 1up.com criticized these for being a misuse of the medium.  While I haven't played the game, I could see his point.  It's not that the text was bad (even Shane said they were good stories on their own), but that they didn't blend well at all with the game surrounding it.  If the different mediums a game is comprised of gel together well it can be harmonious.  If they don't, it can be jarring.

I think cutscenes are often given a bad wrap not because they're bad on their own terms, but because they feel jarring when they feel like they don't belong to the game.  In a game like Condemned, for example, you'll be playing in first-person and make it to a checkpoint, at which point you'll sit through a load screen and then start watching a cutscene of your character in third-person now in another location.  What you're watching doesn't feel like what you've been playing, and it sticks out like a sore thumb.

The Metal Gear Solid franchise is known for extraordinarily long cutscenes, but at least in MGS4 they transition very well to the parts where you get to play (usually ending with a behind the shoulder shot that syncs with the in-game camera).  I feel like there are pacing issues with that game and that some of the cutscenes drag on longer than they need to, but at least the movie I'm watching and the game I'm playing seem cohesive as the tale of Snake's final adventure.

All games strive for something different, so there's no one right way to approach game design.  If a game is telling a linear story, it's okay to break from the interactivity for a bit in order to convey a clear message to the audience that you want them to see.  But if a game spends too much time with no interaction it may frustrate you or bog down the pacing (especially if it's long narration in something that's otherwise an action game).  It's a delicate balance and each designer will handle it differently. But just because videogames can be interactive all of the time, doesn't mean they need to be.



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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.
Explain to me why she kisses your eye?
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.
@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.
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!
@ 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.
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.
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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