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These days, we find ourselves in a world where the word “cinematic” is frequently thrown about in relation to videogames. While classic titles like Pac-Man and Donkey Kong represented the fun, unrealistic entries in a new art form’s infancy, today the notion seems to be that videogames should, for some reason or another, strive to be more like films.

In a way, this philosophy is not wholly unwarranted: the medium of film has had more time to hone and perfect its storytelling and visual craft, so why wouldn’t videogames borrow some of its mechanics? After all, some of the most intense, interesting scripted events in gameplay have been inspired by/directly ripped off from films (whoever directed Enemy at the Gates should have sued Infinity Ward long ago).

However, the problem comes when a videogame borrows one too many film mechanics, and ends up compromising the very things that make videogames a special and separate medium in the first place: when, confused, the game designer assumes that “film” and “videogaming” are synonyms, and treats one like the other. With that in mind, I present the following: a short (and by no means comprehensive) list of cinematic conventions that have absolutely no place in videogaming.

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The John Williams score

Perhaps it’d be more appropriate to blame the abundance of shallow, spectacle-laden videogame stories that involve no real plot beyond “save the world and kill all the bad guys,” but it has to be said that I’m getting very, very sick of games whose soundtracks consist of half-assed John Williams rip-offs. Not because I dislike John Williams, but because his style – big, orchestral, and epic – is so insanely difficult to emulate efficiently. Out of my years of playing big action titles, Advent Rising is the only game I’ve yet played that has efficiently reproduced the epic feel of a John Williams soundtrack…and we’re not exactly going to see another one of those games anytime soon.

When a game (Halo, for instance) attempts to shoehorn the epic, John Williams feel into the context of a videogame, the result usually isn’t outright bad so much as it is boring. Yeah, the soundtrack may be appropriate to the story and it might provide decent background music for a few of the fights, but rarely are these scores ever particularly memorable, or even that effective in eliciting emotion – at least, not in the same way great film soundtracks do.

When it comes to solving this problem, a bit of baseball advice from my childhood comes to mind: if you can’t hit the ball hard, hit it where they ain’t. If videogame composers can’t create a compelling, epic, and emotional score, there’s no harm in going for the unusual. Jesper Kyd’s scores for the Hitman games have been anything but typical, but they’re entertaining as hell and can occasionally make for some very surreal, satisfying gameplay moments.  And since I’m going to mention the game roughly a half-dozen times in this article, it’s worth pointing out that Garry Schyman’s score for BioShock utilizes the strings section of the orchestra in a way that is creepy, tragic, and wondrous all at the same time. And don’t get me started on Kō Ōtani’s work for Shadow of the Colossus.

Or, failing that, why not use more public domain music?  Two of the most satisfying moments I have ever experienced in action gaming involved pre-existing music (the Waltz of the Flowers in BioShock, and Ave Maria in Hitman: Blood Money). Using songs your audience is familiar with can often be quite helpful to a scene, as Kubrick knew when he scored 2001. The music becomes more obvious (assuming that’s your intent), and the audience’s preconceptions about said piece of music can either be exploited for the sake of quickly effecting a particular emotion (playing The Blue Danube when you want the player to feel at ease, for instance), or can be ironically juxtaposed with the gameplay to develop a theme (the aforementioned use of Waltz of the Flowers in BioShock comes to mind).  Obviously, developers must be careful not to overuse public domain songs if videogaming is ever to develop its own unique musical style, but using recognizable music certainly solves a few short-term problems.

 

 rtrtrw

 “When the monster is dead, the monster movie is over”

When I read this quote many years ago, it was attributed to B-movie legend Roger Corman. I haven’t since been able to find the precise quote again in order to verify it, but the philosophy remains more or less sound for most mainstream films: if you make a flick about terror or evil or action, the film should end as soon as possible after the death of whomever instigated said terror/evil/action.

For film, a medium in which the audience’s attention must always remain enraptured throughout the two hours they sit in a darkened theater, this advice makes sense: they came to be entertained, so entertain them and then get the hell out. For videogames, however, this attitude is severely flawed.

In videogames, the player connects with his character and essentially shares his identity with him: whatever happens to the character, in other words, also happens to the player. In film, a passive medium, it’s perfectly fine that we don’t find out exactly what happens to Alan Grant and Ian Malcolm at the end of Jurassic Park, or that we don’t follow Laurie Strode after she “kills” Michael Myers at the end of the first Halloween. There are many smaller reasons for this – the creators want to leave room for a sequel, the budget doesn’t permit more scenes, etcetera – but generally, we’re okay with the story ending right then and there because, at the end of the day, we’re watching other people making their way through a story. We may care about them and be mildly curious to see what happens to them, but, generally speaking, we’re okay with leaving them right where they are once their main goal has been accomplished.

In videogames, the player is the character, and therefore a simple “the monsters died and they got off the island, The End” ending just doesn’t cut it. As we are the ones who work our way through the story, because we are the ones who work hard to accomplish a goal, we want to know what happens to us after the main conflict is over. This is our life we’re talking about, after all: the gamer works for hours and hours to accomplish a difficult goal, and wishes to not only be rewarded by an interesting ending (not to get into that discussion again), but to hear exactly what happens to him as a result of the story. Do I keep fighting? Do I disappear into the countryside?

Beyond simply finding out what happens, the player also needs to be told in a significant amount of detail. Warren Spector famously said that videogames are work, and the player needs to be rewarded, in some way or another, for completing said work. This “reward” might very well be an intentionally bleak and unhappy ending, but so long as there is a good reason for whatever ending comes about, and so long as it is explained to the player’s satisfaction, the ending is sufficiently rewarding. Working through thirty hours of nail-biting gameplay tension only to reach a one-sentence ending where the writers essentially say, “And then you lived really happily and nobody died ever again” isn’t really much of a reward.

BioShock, for example (don’t worry, I’m not going to spoil anything important). Perhaps the one small fault everyone can agree on is the game’s ending: even ignoring the rather typical and anticlimactic boss fight, the story and character epilogue lasts – and I don’t believe I’m exaggerating – less than two minutes. Most of the main questions are answered, of course, but the whole thing just feels too brief: after twelve to fifteen hours of work, the player’s only reward is a coda whose running time is shorter than an average music video? It’s difficult to explain, but even though BioShock’s story is adequately wrapped up in its FMV conclusion, it just doesn’t feel like enough. The player cares about all of the characters, and the world, very intimately – why rush us out just for the sake of keeping things short? Gaming not only causes the player to connect to the protagonist in a way films never will; they can occasionally cause the same reaction to the game world itself. Quickly rushing through the last phases of a narrative and kicking the player out of that world feels somewhat like having sex with someone you fancy, but not having a chance to lie around and cuddle for a few extra minutes.

 

ererere

Complete linearity

Not linearity period, of course – every game ever made is linear in some way or another – but linearity that infringes upon the gameplay. Games that, rather than allowing the player some degree of local agency over any of his actions, essentially grab him by the nose and lead him through each level. As one can imagine, these types of games are few and far between but they still (unfortunately) get produced from time to time.

Batman Begins, for example, constantly tells the player where to go, when to go, and how to go throughout almost every single one of its levels: ostentatious, brightly-colored icons constantly point the way for the player, and (perhaps most irritating) the player is only allowed to use certain abilities at certain times. You have to wait for the game to tell you when to use a goddamned batarang, for Chrissake. When games get so linear that they’re literally telling you when and what to do at every turn, they cease to become games at all: I’m tempted to demote these games to the rank of “interactive movie,” but even “interactive” would be a misnomer.

 

erereww

Bruce Willis

Not Bruce Willis himself, mind you – I may be one of the only people on the planet who actually enjoyed Apocalypse quite a bit – but the archetypical badass, one-liner-spewing, invulnerable protagonist character that Bruce Willis represents so well in the cinematic medium.

If a game doesn’t allow the player to create the main character’s personality (whether through giving the player multiple story and dialogue choices, or by giving the character no personality and allowing the player to fill in the blanks a la Gordon Freeman), then it’s pretty damn important that the character be, if not relatable, at least interesting. Starting with Duke Nukem and working up to Marcus Fenix and Cole Train, the ready-for-anything, hard-as-nails videogame protagonist has never really been conducive to a truly interesting or narratively rewarding gameplay experience, thanks mainly to what I like to call the Call of Cthulhu effect.

In Call of Cthulhu: Dark Corners of the Earth, the player is kept in a constant state of tension and fear thanks to the frightening villains and the steadily-lowering sanity meter. The entire gameplay experience is taut and suspenseful, which makes it that much worse when the protagonist, for no reason whatsoever, makes wisecracks about his situation and generally acts like a cocky, ain't-no-Lovecraftian-monster-gonna-make-me-lose-my-cool videogame hero. If I, the player, am scared, but my cyber-proxy isn’t, this presents a serious problem: the fourth wall has just been unintentionally broken, and I am now separated from my character. From a purely narrative point of view, this is one of the worst possible things that can ever happen during a videogame.

Generally speaking (ironic, self-referential characters like Serious Sam notwithstanding), gamers cannot relate to the sort of “been there, done that” hero typified by Bruce Willis in the Die Hard series and seemingly emulated by many videogame heroes in the subsequent years. If you make a game to scare me, or excite me, or surprise me, then why can’t the videogame character I’m controlling experience those same emotions? Creating badass, fearless characters when you want the player to feel neither badass nor fearless is self-defeating.

 

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Don’t show us what other characters are doing if the protagonist isn’t anywhere near them

In, say, a James Bond movie, the writers will occasionally throw in one or two scenes near the beginning of the film showing the token villain in his natural habitat. These scenes -- like, say, the one in The Man With the Golden Gun where Christopher Lee kills a chick for betraying him -- typically serve two main purposes: they usually set up some narrative event that will spur the hero to action (“Has evil plan XYZ been set into motion yet?”), and they develop the villain character, usually by making the audience afraid of him. In films, scenes like this which don’t involve the hero save time and effort, as the audience is quickly told what they need to know about the villain and how they should feel about him.

But in a medium where the average title lasts roughly eight hours or more, why worry about saving time? In films, these scenes are usually clunky and interrupt the flow of the narrative; in videogaming, they’re a whole lot worse. One can look to God Hand's numerous "meanwhile, at the evil lair:" scenes as an example: not only do these cut scenes commit the cardinal sin of noninteractivity and separating player from protagonist, but they aren’t even particularly effective in developing the villains. Videogame villains frighten and intrigue us through one method, and one method only: how they interact with the player.

Reverend Ray from Call of Juarez is frightening and badass because the player has played through the game with him and knows the horror he is capable of; SHODAN is terrifying because of the way she mocks the player and uses her security connections to wreak havoc on him; Sephiroth is loathsome because he permanently removes one member from the player’s party.

These characters don’t need to be developed by long, uninvolving cut scenes that take place at the Enemy’s Super Secret Lair while the hero is still miles away fighting  goombas; their effect on the player is defined by their direct influence on the gameplay, rather than their ability to deliver arrogant-sounding monologues.

 

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Noninteractive cut scenes

Unless you have a really, really, really good reason for denying the player control of his or her character, don’t do it. Don’t even consider it a possibility for delivering exposition.

Ever.

To quote Ken Levine from his ShackNews interview:

“Honestly, any writer could write a 20-minute cutscene. I hate those as a gamer. I skip them. Those games, I don't know what the hell is going on. I'm not going to sit through those. But in Half-Life, I know everything that's going on. That was a big inspiration. I know more about City 17 than I know about any Final Fantasy world.

Even a great game like Okami, it has 20 minutes of "blah blah blah" and I just want to kill myself. It's not fair to our medium, it's so self-indulgent. I think we have to work harder. Trust me, it's a lot harder to do what we did in BioShock than to do a 20-minute cutscene. I could write that stuff all day long. .. Cutscenes are a coward's way out.”

If you’re making a videogame, then make a goddamned videogame. Don’t make a movie with interactive bits. To include a noninteractive cut scene in a videogame is to essentially give up and admit that film is an inherently superior storytelling medium, when this simply isn’t the case. To use a cut scene in a videogame is to rob oneself of the very thing that makes videogames so damn special in the first place: interactivity. Of course, the player must occasionally be reined in for the purposes of delivering information, but the important thing is to make sure the player always feels like he or she is in control of his or her character.

The beginning of Half Life 2: Episode One, for example, includes an extremely long dialogue scene between Alyx Vance and her father, wherein some exposition is laid out along and the player has his goal explained to him. Now, technically, this scene isn’t totally interactive – you can’t decide to stop listening and simply run away – but the entire exchange is played out in the first person perspective, with the player still in control of Gordon Freeman’s actions. In other words, the player has the exact same amount of movement and combat control during a dialogue scene as he or she does during a major action setpiece. Cutting control from the player for the purposes of delivering dialogue is not only a spectacularly lazy storytelling technique, but also causes a rift between gamer and character.

Whenever I watch the demo playthroughs for Assassin’s Creed, I always cringe at the moment where Altair runs into a darkened room, finds himself cornered on all sides, and is literally forced to sit there and listen to a villain’s monologue once control is taken away from the player for the duration of a cut scene. Why?  If I’m playing a focused, badass assassin, why on earth would I stop and let my target jabber on at me for a few minutes? Or, even if I did want to hear what he was going to say, why can’t that be my choice? Logically, there’s no reason on the planet Altair shouldn’t just jump to his target’s level and stab the living daylights out of him, but the player is not allowed to do this once control is taken away.

Or, if the game truly wants to force me to listen to the entire monologue, why not let me have control but force the surrounding soldiers to react negatively – say, get closer and draw their weapons -- if I move too much? That way, control would remain where it belongs, and, instead of feeling bored or distant or irritated that the game is making me take a time out while it delivers story (I’ve seen many people literally put their controllers down during cut scenes, which is the absolute last thing anyone should ever want to do during a game), I personally feel threatened and frightened that my character is being ambushed. So long as the illusion of interactivity and freedom is kept intact, the player is still very much involved in the game.

To take control from the player without sufficient reason is, to put it bluntly, goddamned moronic.


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51 comments | showing # 1 to 50

BFeld13's Avatar
BFeld13 at 09/04/2007 11:15
Rosebud was his sled
Catalyst's Avatar
Catalyst at 09/04/2007 11:22
Everyone knows that the monster isn't dead until he starts flashing red and gets back up a second time, stronger than ever. Damn you Breath of Fire...
geronimo's Avatar
geronimo at 09/04/2007 11:35
Great article, Rev. I agree on most parts, especially on Apocalypse. That game is sa-weet!

I just have to say that I enjoy the cutscenes in games like FF. I just love how they show me the world from a new perspective and I get to take a break for awhile and just watch.

But each to his own I guess. Still, it was a good read, thanks!
winojesus's Avatar
winojesus at 09/04/2007 11:43

it is sad that games all follow the rules as dictated by american "event movies", led by and typified by "jaws".

as long as games ( and modern movies) continue to go down this route expect plenty more shitty games and fucktons of even shittier movies.

the problem is that though i wont watch any effects led movies anymore, i do have to suffer their trappings in my games.
but then do i really want a gaming equavilent of "the 100 blows"?
V3r1n's Avatar
V3r1n at 09/04/2007 11:45
Dirge of Cerberus violates almost every rule. I literally would play the 10 minutes of gameplay required to reach the 30 minutes of cutscene and put the controller down... that game sucked.
DeusPayne's Avatar
DeusPayne at 09/04/2007 11:45
Mmm... the glorious Rev's posts. Excellent as usual. While I do agree with most things said here, I'm more willing to give up control of my character here and there. But once that breaches longer than a few seconds, it's skip city.

I love how in bioshock, all the diaries are voice acted, so you don't ever need to stop to read them, or even select reading them. You just pick them up, and hear the audio associated with it. HL2 accomplished the same thing with the city wide audio announcements. You don't HAVE to listen to them, but it's not a chore if you do want to.
imcowman's Avatar
imcowman at 09/04/2007 11:49
*praises Rev*
FlecTec's Avatar
FlecTec at 09/04/2007 11:55
What about the 20 minute codec conversations in MGS?
metromapper's Avatar
metromapper at 09/04/2007 11:57
Agree with everything in your terrific article, except the score part...

Metroid Prime 3 has a pretty great, large score that sets the mood and warrants repeat listenings; and the music is not dull. There are other games where this happens too.
Jark212's Avatar
Jark212 at 09/04/2007 12:10
yah i know what you mean, but you can leave Halo out of this.
jerrt's Avatar
jerrt at 09/04/2007 12:11
good stuff, hopefully the powers that be take at least a little notice.
SkaGoblin's Avatar
SkaGoblin at 09/04/2007 12:12
(Preemptive apology, writing from work and trying to post when the boss isn't looking, so my ideas may be a bit scattershot)

You had me until you got to the non-interactive part. I haven't played either Half Life 2 or Bioshock, so I don't have a frame of reference for what you feel is the right way to do it, but I noticed both of your examples are first person games. Is there an example of how to do exposition in a third person game like the FF series that you would approve? I can understand the idea of player-as-protagonist in first person games, but being able to see "yourself" is, for me at least, sufficent to pull me far enough out of the story to not be bothered by cutscenes. Hell, probably the best game I've played all year so far is Persona 3, and the best parts of the game are the cutscenes.

Even if Half Life 2's exposition scenes are interactive, you are still being reined in for the purpose of conveying story. Once you are able to shoot Alyx midsentence, then you have true interactivity. Being able to move the camera and walk around the space may give you the illusion of interactivity, but that's all it is.

I think it's a bit pompous to dismiss all cutscenes as "lazy writing." It's a different style. Could some exposition scenes be done in a more interesting way by giving the player more control? Absolutely, but it isn't a panacea.

On a less serious note, anyone who enjoyed Aramgeddon (not Apocalypse) has no standing to criticize anyone about lazy writing. I include myself in that group, which I admit undercuts my post a bit, but what do want from me.
SkaGoblin's Avatar
SkaGoblin at 09/04/2007 12:15
Also anyone who misspells Armageddon has no standing to say anything.
Baron Calico's Avatar
Baron Calico at 09/04/2007 12:24
For the most part, I agree wholeheartedly, ESPECIALLY the part about characters making comments that don't reflect what the play is or is supposed to be feeling. Also the point about game endings not being like movie endings.

For my money, the only game to successfully blend a cinematic storytelling archetype and a videogame was the original Metal Gear Solid. The cut scenes and story were interesting and varied, the cinematography was spot on, and once you saw it once you could skip them and move on to the awesome boss fights. Having just finished BioShock, though, I have a feeling that the tricks that worked for MGS just aren't going to cut it for me anymore. The way that the story involved the player, and made them question their own morality and action, and then turned it into part of the plot itself stands to me as one of the greatest storytelling feats I've seen in this medium. The ending, though, left me satisfied but wanting more information. Pretty much just as you put it.

I was a professional film critic for two years, so I know well enough what works for movies, and I think that what we see a lot of in games is just the birth pangs of a new-ish medium. When movies first started out, they were done like filmed stage plays with hardly an editing or any definable language of their own. I see a lot of the same things happening in videogames now that narrative has almost become mandatory. Designers have chosen to emulate the most successful preceeding medium, and are only barely beginning to toe the waters on how a successful story can be created. We've made wonderful progress in such a short time, but I think it might be a very long time before we begin to see something that is TRULY indicative of what games as a storytelling medium can be. BioShock and Half Life are great starts, but I think that's all they are: starts.
Diomeneus's Avatar
Diomeneus at 09/04/2007 12:28
Gotta say I don't 100% agree with you on the cut scene part. Most of the time everything you said about them is entirely correct, but there are the few video games in which we allow a exception for cut scenes. Metal Gear Solid comes readily to mind, I love controlling my character... but if they tried to deliver some of those cut scenes in MGS with me still in control, it wouldn't feel the same, and I wouldn't have cared nearly as much as I did.

And for the John Williams score attempts... Jeremy Soule happens to drink pretty heavily from the Williams fountain, and in some cases he emulates in extremely well (Total Annihilation for example). I often call him "the John Williams of the video game industry"
Corak's Avatar
Corak at 09/04/2007 12:31
Nice article, brought up some very good points. I especially liked the part of a cutscene, where you think you would have control over your character and you don't, i.e. the assassins creed example. It would add a whole new level of suspense if the guards would close in further as you approached your target closer, at least give us a reason why we have to remain motionless and listen to his speech. Or even better have the guards start to attack us as he is delivering his monologue.

There have been few games where I feel the music makes you feel more immersed in the gameplay, mostly I feel its just there as background filler when nothing is happening. Not saying it isn't needed but it should draw you into the game more and make suspenseful moments even more scary. It also shouldn't seem repetitive, hearing the same music over and over as you are hacking through a sea of bad guys just makes it seem that much more monotonous.
SkaGoblin's Avatar
SkaGoblin at 09/04/2007 12:40
Just had a thought: How sweet would it be to have a serious villain monologue while you are fighting them? Like some serious Errol Flynn/Princess Bride swashbuckling banter in an Oblivion style game? Or two snipers yelling insults and wisecracks while hiding amidst some ruins. That would be a good way to do it. But again, this would work best in a first person game. I think 3rd Person detaches you too much for this to work as well.
F Whipple's Avatar
F Whipple at 09/04/2007 12:40
So...are Star Wars games allowed to have a John Williams score?
blackacidevil's Avatar
blackacidevil at 09/04/2007 12:41
@skagoblin:
Apocalypse was a game he was in, Armageddon was a movie he was in
A New Challenger's Avatar
A New Challenger at 09/04/2007 12:43
Resident Evil 4 handled cutscenes quite well, in my opinion. Then again, there were never any half-hour monstrosities where you set the controller down- and if you did set it down, there's a good chance you'd die. I think that may have been one of the advantages to working on the Gamecube. Space was at a premium, so long FMV was out of the question, and almost of the stuff was rendered in real time. Oh, and they're all skippable.
DynamicSheep's Avatar
DynamicSheep at 09/04/2007 12:43
This is a like a Rev rant on steroids! Good jorb! I've put the control down plenty of times, and one of the absolute best gaming experiences I ever had was when I did during the Krauser knife fight cutscene in RE4... there was that minute or so of dialogue so I figure I'm safe and then wam! Sliced throat!
blackacidevil's Avatar
blackacidevil at 09/04/2007 12:49
those cutscenes where you cant do shit and the main bad guy walks right in front of you and you cant kill him and he doesnt kill you and he gets away, those fucking suck
SkaGoblin's Avatar
SkaGoblin at 09/04/2007 12:49
@blackaciddevil:

Well don't I look like a jackass, and in the process admitted publicly I liked a Bruckheimer movie. I hang my head in shame.

By far the worst offender for the 10 mins gameplay to 30 mins cutscene was the first Xenosaga. Some of those were easily 45 mins long.
Snaileb 's Avatar
Snaileb at 09/04/2007 12:53
Bfeld beat me to it.


Wasn't there a game publisher/developer, I think it was Crash or something, to do all these new movie games?

Truthfully I doubt they'll ever learn. Rev if you ever made a game I wouldn't hesitate to play it. All wonderful ideas.
dgenerate's Avatar
dgenerate at 09/04/2007 12:58
I think a lot of people play games for a lot of different reasons. You have your opinions and I have mine. I'm not trying to say that you're wrong or I'm right, but I disagree with a lot of the things you said.

On the topic of badass characters. I love them. They totally get me pumped up in an action game. I do a fair amount of my own screaming "Suck it bitch!" when I pull some nice moves. I agree, there are games where this does not have it's place, but It felt oh so right in games like Duke Nukem and Gears of War.

I've heard you make mention of Marcus Fenix a couple of times now, and while I agree that Cole has his "Hell Yeah!" attitude, I don't think Marcus shares it. The impression I get from Marcus is "Shit, what a bad fuckin day. I don't want to be here, but someone's gotta do it". He never seems to get overly excited or show much emotion at all.

[putting your controller down] is the absolute last thing anyone should ever want to do during a game
Who are you to say what the rest of us should or should not want? I personally don't like huge cutscenes, but like SkaGoblin said, just being stuck in a room watching someone talk is basically a non-interactive scene that you have to sit through.

Once again, not trying to criticize you here. The article was well written with some really good examples.
Anthony Burch's Avatar
Anthony Burch at 09/04/2007 13:05
When I refer to putting the controller down being the last thing anyone should ever want to do, I'm making that statement from the perspective of a storyteller: obviously, the gamer might want to do a lot of other things even less, but the storyteller should never, ever want the player to put down the controller. Would a filmmaker want you to look away from the screen? Would a suspense writer want you to put his novel down during a huge action scene?

The controller is our direct and only method of interacting with the videogame -- if we put it down, we've severed the link between player and game. If you're creating a game, you should make the game so involving that the last thing the player would want to do is put his controller down because at that point, you've lost him.
Anthony Burch's Avatar
Anthony Burch at 09/04/2007 13:06
Unless, of course, you're Hideo Kojima and you want to be a clever dick by having Psycho Mantis tell the player to put his controller down. Intentional fourth wall breakage notwithstanding, though, the player should always be holdong onto his controller.
Philonious's Avatar
Philonious at 09/04/2007 13:12
I think that you're making some good points, but you have to understand that not all games are going to to be the same, and there are no hard and fast rules for what is right and what is wrong, but instead what works and what doesn't work. The points in BioShock where you are not in control are incredibly well done and don't take away from the experience one iota. Some FMVs even work to tell the story, others do not.... I think depends on the game.
DeusPayne's Avatar
DeusPayne at 09/04/2007 13:16
The 4th wall is such a fickle tool. If done well, it can add an awesome gameplay mechanic or storytelling tool. But, more often than not, it just ends up being cheesy, or completely breaks the flow of the game.
SkaGoblin's Avatar
SkaGoblin at 09/04/2007 13:26
I think your analogy is flawed, Rev, because while the controller is our direct connection to the game, it isn't the sole point of connection. You are still consuming the story, but more passively. You are limiting your possible experience by putting the onus of the experience solely on the interactive aspect. To me, it's like saying that movies that use music to convey mood have lazy writers or cinematographers because movies are a visual medium, and therefore any use of music or sound at the expense of the visuals is hurting cinema.

Using your example of Assassin's Creed, as a storyteller I'd be right pissed if my main villain was offed by an impatient protagonist during an important bit of exposition.

Finally, after all these years, I am using my damn media studies degree.
ceark's Avatar
ceark at 09/04/2007 13:32
good points mostly. although I enjoy well done cutscenes, unless I'm playing an fps. I have to agree that cutscenes in an fps remove me from the game, but in other games like rpg's, they draw me closer in. a well done cutscene provides characters with life that you often don't see during actual gameplay. a recent example for me would be odin sphere, I found the cutscenes highly enjoyable.
D-Nez's Avatar
D-Nez at 09/04/2007 13:34
agree with Philonious. Not everything will work for every game. I think however, many developers will latch on to the most succesful or common ways to deliever story because in all reality, they don't exist in a vaccum; ideas have to come from somewhere. There are developers who experiement and try new things but most of the time they're putting a twist on something that already exists. Its evolutionary though and there are folks like Levine, Spector and many 'up and comers' we've never heard about who will continue to push the medium.
D-Nez's Avatar
D-Nez at 09/04/2007 13:41
There are also games that I feel could benefit more from the resources dedicated to cutscenes could be put to better use towards the actual game. Lost PLanet is an immediate example. I would have gotten the same out of the story if they had deleted half the cutscenes and made the game longer. In my opinion, the cutscenes in that game added nothing to the experience. I don't know if it was due to the way the story was originally conceived or it's execution or even translation.
SourGr8pes's Avatar
SourGr8pes at 09/04/2007 13:59
Great article, but I must disagree with the cutscene comment as well. Skagoblin beat me to the Xenosaga reference, but I think cutscenes are good in moderation and small doses (definitely not the drawn-out Xenosaga cutscenes. 10 minutes is where I'd personally draw the line). Sometimes you do need that revealing conversation or character interaction, and as express before; This may be easy to do in an FPS game, but how would you go about doing this in an RPG or action/adventure game?

On the linearity of games: I agree completely. You need to look no further than the FMV games of Sega CD and 3DO to see why complete linearity doesn't fly with gamers. Picking arrows in which direction you want to head in doesn't hold a candle to manually stomping turtles and goombas yourself.

The Assassin's Creed comment made me wonder a bit too. So why *couldn't* you just jump up there and slice the guy's throat while he's telling you his life story? This brings me back to River City Ransom and DOA (I think it's DOA, correct me if I'm wrong please) where things like this didn't happen.
In RCR, the bosses would come out and give their usual schpiel... That doesn't mean you had to wait. While he was running his mouth, you could be already up there, beating the tar out of him.
In DOA, you didn't even need to wait for the "READY... FIGHT!"; Fist of Fury as soon as you can see the whites of their eyes.
Papapishu's Avatar
Papapishu at 09/04/2007 14:03
I more or less agree with everything but the "Bruce Willis" part.

Something that Tim Schafter once said that I've always taken to heart is the idea of games as role fulfillment. Your character is a suit, and you want the player to be comfortable in that suit. People like playing "The Halos" because they get to be the curb stomping, best badass motherfucker in the room. As long as you let the player know, either through exposition, diolougue or just the squirming of your enemies, that you are the baddest motherfucker in the room, then the archetype works. Say what you will about halo, but the yelling of "IT'S THE DEMON!" still makes me think to myself "Yeah, I guess I do kinda rule".

Or if you want a more artsy-fartsy, gaming scenester example; Ben Throttle. The dude was a slack-jawed, simian brute but he had his own code and followed that shit. Just because you are a curb-stomping, motorcycle-riding, Chainsaw-wielding, toy-bunny-asploding biker, that doesn't mean that you can't be a deep, well developed character with motivation and an actual history.

Listen to this and tell me I'm wrong.
Papapishu's Avatar
Papapishu at 09/04/2007 14:07
Direct link. Even Better.

Should be required listening for everyone.
Pepillou2's Avatar
Pepillou2 at 09/04/2007 14:39
Rosebud . . .
DeusPayne's Avatar
DeusPayne at 09/04/2007 14:42
Rosebowl...
ZigZagMan's Avatar
ZigZagMan at 09/04/2007 14:49
Nice article, some very good points, people need to realise that games and cinema are different and some conventions are exclusive to a particular form.

But I have to disagree with the Bruce Willis part: the few games where you're just a regular guy get maligned, have very low sales and usually become critic's darlings like Call of Cthulu (with the exception of some of the more popular survival horror games like Silent Hill). Sometimes, as cliché as it is, you want to be the bad ass taking out hundreds of people without breaking a sweat.
RskimB's Avatar
RskimB at 09/04/2007 14:56
Made some good pints I agree with most of it. Nothing is worse than an intrusive, "unskippable" FMV that pulls you out of the realm of the game and lasts too long.
Necros's Avatar
Necros at 09/04/2007 15:00
Rev, I have to agree with you completely on the issue of cutscenes, especially since I just finished playing Half-life for the first time. I've long been annoyed by the insertion of cutscenes in gameplay and was relieved with RE4's "compromise" of interactive cutscenes. Playing a decade-old game made me wonder, "why are more developers not doing this more often?"

To further extend your idea about Assassin's Creed, I'd like to point something out. There needs to be a balance between the player's control and what the director is trying to show the player. Your idea of advancing soldiers in a circle fits that perfectly, but why not take it to the next level and, dare I say it, make it slightly more cinematic with directed camera angles? I'm not saying cut to different camera angles, as the player should remain in control. However, maybe the game's camera could look more subtlely towards a person talking or towards a certain event, while still allowing the player control of the camera and their character. The player would be free to look away, but due to the camera's gentle nudging, the player should want to look at the person or event. That is, providing the event is more interesting than just running around.
RskimB's Avatar
RskimB at 09/04/2007 15:12
Papishu what is this audio from?
Anthony Burch's Avatar
Anthony Burch at 09/04/2007 15:14
SkaGoblin:
You've a good point, but the main thing that separates videogames from films -- and the main reason we're all reading Dtoid right now instead of Entertainment Weekly -- is the interactivity. The best games tend to develop their stories and ideas through gameplay more than anything else -- the music and visuals obviously help the gameplay along, but take away the interactivity and you're no longer playing a videogame at all. In other words, if a film uses music to convey a mood, it's not betraying the mechanics of film as a medium. Individually ake away music, dialogue, or (to a degree) visuals away from a movie and you've still got a movie, in that film essentially works as a combination of these elements in different ratios. On the other hand, if you were watching a film and suddenly the music went away, the visuals disappeared, and the rest of the film was conveyed using scrolling written text, you wouldn't be watching a movie anymore -- you'd be reading a book.

And as a storyteller, you might be pissed off that your villain was immediately killed by the player, but giving a player more freedom within the confines of a story can only be a good thing: so long as the player knows he had the OPTION to kill the villain or leave him alive and listen to his ranting, the player is complicit in working through and developing the story through interactivity -- again, the very thing which defines videogames as videogames.

Papapishu:
I've never agreed with that comment of Tim Schaefer's. I haven't yet listened to your link (not in much of a physical position to do so right now), so I don't know if he references this, but I remember that the protagonist of Psychonauts was originally designed as a manic, obese ostrich until he decided to switch him to the boyish Raz who appears in the final game. Something about the idea of games as wish fulfillment always struck a wrong chord with me: if games serve only to act out players' fantasies, doesn't that severely limit the amount of things that can be done with the medium? And it's not as if Raz was a particularly interesting or relatable character: he was kind of boring, all things considered. Why NOT give me a weird, absurd ostrich protagonist if my only other option is a typical and boring action hero?

To me, staying involved in the events of the game and keeping that player/character continuity can often contribute to some truly amazing gameplay experiences. Fallout, for instance, always keeps you in control save for about four (very brief) cutscenes, and as a result the game feels much more immersive and affecting.
Papapishu's Avatar
Papapishu at 09/04/2007 15:46
Actually, he DOES mention the Ostritch thing in the podcast. He mentions how he was giving a talk about how character informs role fufillment and how at that time, Psychonauts was still about the Ostritch. Then he thought to himself "Wait...who has dreams of being a mentally unstable Ostritch with MPD" and then re-wrote the whole character based on his own advice to be "Some badass kid like in New Legends of Shaolin".

Personally, I don't necessarily think he was saying that the character has to be someone who kicks down doors or is awesome all the time. It helps and it's easy to do, but he also invokes Guybrush Threepwood as an example of wish fufillment. "I used to get people telling me that they loved being Guybrush. They liked being the goofy pirate that always had a comeback". Sometimes, it's about scratching an itch that you didn't even know you had.

He also says to avoid cliche's and have fun with them.

And personally, I always felt that Raz was a way stronger character than any one I could dream up off the top of my head. And let's face it, most of us don't go into a game with the full intention of RPing it in our imagination, so the story needs to be dripped to most us in really subtle ways.

Listen to the podcast when you get a chance. Aside from the fact that it's really really funny, I think you will have a better handle on what he is saying and learn to agree with him more than you think. I feel it also sums up my problems with Eliza's last post, the whole "Oh GAWD, boring art games!" malarkey.

"It's not like I'm gonna chain the player to a chair and read them an epic poem about my ex-girlfriend. Art is not the enemy of gameplay."
Zac Bentz's Avatar
Zac Bentz at 09/04/2007 16:16
Absolutes are awesome!

No, wait, they're never awesome!
Milhouse's Avatar
Milhouse at 09/04/2007 16:17
Excellent article, Anthony. This could have went on forever since the mediums are so deep in similarities and differences, but what you gave was very well explained and a good way to have people think seriously about it.
Dexter345's Avatar
Dexter345 at 09/04/2007 16:22
Long read, but a good one. I agree with just about everything you said.
Fading Star's Avatar
Fading Star at 09/04/2007 16:36
Excellent read, Rev.

Rosebud...
Mxyzptlk's Avatar
Mxyzptlk at 09/04/2007 17:50
I love reading these articles of your Rev, great work.
Eschatos's Avatar
Eschatos at 09/04/2007 18:17
Great article. I must say, I have no problem with the occasional cut scene, if they're not long, and it seems to me that they're slowly disappearing from gaming, especially from FPSs, where developers can more easily find ways to tell story without removing the character. However, I do enjoy cutscenes as breaks in the action in games like Psychonauts. I might fight my way through a level or area, watch a little cut scene introducing the boss, Kochamara or the Den Mother for example, and then I'd be able to fight them. Sort of like a short preparation period. On the topic of big, tough, kick-ass main characters, that's simply the easiest way to do things, and usually you have to be big and tough to survive in the game environment, at least for FPSs.
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