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.

“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.

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.
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.

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.

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.
Rosebud was his sled
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...
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!
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"?
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.
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.
*praises Rev*
What about the 20 minute codec conversations in MGS?
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.
yah i know what you mean, but you can leave Halo out of this.
good stuff, hopefully the powers that be take at least a little notice.
(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.
Also anyone who misspells Armageddon has no standing to say anything.
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.
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"
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.
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.
So...are Star Wars games allowed to have a John Williams score?
@skagoblin:
Apocalypse was a game he was in, Armageddon was a movie he was in
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.
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!
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
@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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Direct link. Even Better.
Should be required listening for everyone.
Rosebud . . .
Rosebowl...