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Every Thursday, Anthony Burch discusses some aspect of game design he finds interesting or frustrating, except it's just him talking to a camera so it's not really a discussion.

Image by Jetrockite.

This week's Rev Rant is about modern games' attempts to wed the visual coolness of cut scenes with actual player control, and how these attempts suck more often than they do not. Once again, I'm not in front of a green screen thanks to the fact that you have to pay attention to the game footage in order for the rant to make any conceptual sense.

Also, at one point I call "cinematic 'gameplay'" something like "cinematic  pseudo-control" for no reason. Try to ignore that. And the fact that I just told you about it.

Anyway, hit the jump for the rant video.

Footage from:

http://www.youtube.com/watch?v=cLvEAnYZXnk
http://www.youtube.com/watch?v=FCsLGvitPKU
http://www.youtube.com/watch?v=6wEga9OumEk
http://www.youtube.com/watch?v=_gZcWdyJUZw
http://www.youtube.com/watch?v=y7tA-6mlbNY 

http://www.youtube.com/watch?v=54frV7mfZ78


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80 comments | showing # 51 to 80

tigerfangred91's Avatar - Comment posted on 07/16/2009 18:15
tigerfangred91
I hate to make this connection, but if you've created a death knight and finish the opening quests, there's a part where you fight in this huge battle and then lose, and you have to watch a scene where a bunch of the characters talk then fight, etc. However, you never lose control over your character. You can still move around and shit. Just saying.
mmmpek's Avatar - Comment posted on 07/16/2009 19:05
mmmpek
couldnt agree more rev. im really not into the de-immersion that results from qtes etc.
Robbo the hood's Avatar - Comment posted on 07/16/2009 19:17
Robbo the hood
@Laird

Gameplay is pressing buttons that have a defined function and allow the player to control the character, QTEs involve pressing buttons that are completely random and strip the player of any control. If Heavy Rain can show me more than one scene with multiple options in the QTE and a contextual impression of what each button represents based on where it is located on screen, then QTEs may very well evolve into something more than random button presses.
Jesus H Christ's Avatar - Comment posted on 07/16/2009 19:23
Jesus H Christ
@ 4:46 you say Niero! :)
Chad Almasy's Avatar - Comment posted on 07/16/2009 19:33
Chad Almasy
AMEN @_@ I've only seen ONE game use these things correctly, and that's Indigo Prophecy...the majority of the game was comprised of these things, but you still felt like you had a level of control...

I recently just played the demo to Wolverine and Ninja Blade...both of them had QTEs that felt really...out of place. Ninja Blade was the worst of it, too. The pressing of the button didn't feel like I was actually doing this AT ALL. It was lame :/
emotoaster's Avatar - Comment posted on 07/16/2009 20:30
emotoaster
Agree 100 percent! Great rant as always!
flaming burrito's Avatar - Comment posted on 07/16/2009 21:10
flaming burrito
Gee thanks Rev, I was super psyched about splinter cell and the execute thing until now. In light of what you said I can't help but be worried.
adultswim810's Avatar - Comment posted on 07/16/2009 21:47
adultswim810
yes. except i dont hate QTEs abd MGS3 is my favorite game of all time, so you can assume my stance on cutscenes.
Skribble's Avatar - Comment posted on 07/16/2009 22:44
Skribble
Great rant, man. I agree 100%.
protomark's Avatar - Comment posted on 07/16/2009 22:55
protomark
this is probably your most coherent rant yet. i agree with you in principle, but i don't think your comparison holds up all that well, considering that Bionic Commando: Rearmed is a 2d platformer being compared to 3d action games. You'd make a much clearer point if you stuck to a single genre

someone whose name escapes me said "Never underestimate the power of the player to undermine the story you're trying to tell." I think because Bionic Commando's game mechanics are simple, rigid, and versatile (due in part to the genre that it belongs to,) it's impossible to undermine the Hitler Head Explosion point in the narrative because the event is predicated by the game rules themselves. Because GTA4 and Force Unleashed are games with much looser mechanics and much more complex rules, there is ample opportunity for the player to undermine the story the designer is trying to tell. It follows, of course, that Shinji Mikami would come up with a workaround, and said workaround would be abused by far lesser game designers the world over.

I think QTE exists because the mechanics of these games don't allow for these things to happen as the developer intends them, but , evidently, someone thinks the chopping of an AT-ST in half is such a critical point in the narrative that it warrants wresting actual control from the player - basically forcing them into a gameplay sequene that is totally disparate from the rest of the actual game. So, as you said, there's more focus on showing cinematic cool shit to a player (like the 3d action games you mentioned) then there is on making a game that is predicated on cool shit. (like bionic commando.)

I don't think the problem rests with the pseudo-contro, i think the problem lies in the cinematics. That is, i just think narrative that arises from gameplay is more elegant in nearly all cases than gameplay that arises out of narrative.

and that games should stop trying to be fuckin' hollywood for fuck's sake


YOU KNOW WHAT I DO LIKE THOUGH i love those QTE's that involve tapping buttons really fast to simulate running or pushing something or any struggle of any kind. I can relate to my player character in some small way through those. Those are alright, the rest can eat rotten cupcakes
burglarize's Avatar - Comment posted on 07/16/2009 22:58
burglarize
I disagree on the Splinter Cell part.

We've played MANY a game where we control the shooting of a character, and if you want this experience pick up any one of a million games that are out/in the pipeline.

I'm intrigued by the new system. It offers realistic speed and accuracy, like how a trained agent would fire a gun. I'm not playing Splinter Cell to be me, I'm playing Splinter Cell to be Sam Fisher, who can hang from pipes and shoot people in the face with epic accuracy. Sam Fisher doesn't have to twiddle a small plastic stick in order to move his arms, so why not come up with a new shooting mechanic that focuses more on strategy, and lets Sam take care of the logistics of it all (that we're all so used to doing ourselves anyway).

It's a new mechanic, and I seem to be one of the only people looking forward to trying it.
flabzilla's Avatar - Comment posted on 07/16/2009 23:10
flabzilla
2 player QTE in umbrella chronicles are some of the most annoying QTE you will ever come across.
protomark's Avatar - Comment posted on 07/16/2009 23:15
protomark
@Burglarize: it's not a shooting mechanic though, it's a tactical mechanic. You are not doing doing any shooting. It's not a bad idea, but for my money, it'll only be interesting if it doesn't work out all the time - as in, a poor choice of tactics will interrupt the sequence or get Sam killed.
Chronic Logic's Avatar - Comment posted on 07/16/2009 23:40
Chronic Logic
So...more gameplay, less cinematics and QTE?
Autumn's Avatar - Comment posted on 07/17/2009 00:42
Autumn
@Anthony

In response to your last reply to me, I would argue that the solution is not to visually show us where the enemy thinks we are. If it's true that the enemy always will go to your 'last known position' then the AI actually DOES work and therefore they can let us know that in an organic way without constantly offending our intelligence by showing us a holographic figure which has no place in the game world.

If, on the other hand, the AI DOESN'T work - well, then the system is redundant anyway.
snoogans775's Avatar - Comment posted on 07/17/2009 01:01
snoogans775
the whole QTE thing seems like the product of producers saying, "hey, that Resident Evil 4 sold millions, God of War sold millions, give me that, I want more of exactly that!".

like most things, it was only fun when it was new.
glandseck's Avatar - Comment posted on 07/17/2009 01:27
glandseck
This rant is exactly why Heavy Rain worries me. A lot of hype is building around it; people are quickly forgetting the mediocrity* of Indigo Prophecy and the follow industry stiffy for QTE's.

(*Exception: The first scene in the cafe was awesome. Why couldn't the rest of the game be as great? Bah.)
Infininja's Avatar - Comment posted on 07/17/2009 02:32
Infininja
I rather like mark and execute because it gives an emphasis on planning. The LKP seems weird to me.
shinryu108's Avatar - Comment posted on 07/17/2009 02:39
shinryu108
Also, the advent of QTEs is basically thanks to Capcom and RE4.

no, it was Shenmue.
nebones's Avatar - Comment posted on 07/17/2009 04:34
nebones
Lol you said Niero instead of Niko once :o
Marioland's Avatar - Comment posted on 07/17/2009 04:46
Marioland
want a shitload of QTE's? Try Ninja Blade...
RaunchyBulbasaur's Avatar - Comment posted on 07/17/2009 05:00
RaunchyBulbasaur
I'm suprised you didn't mention Prince of Persia, seeing as how it's basically a 12-hour long QTE that critics loved because it looked pretty.
Kaspar's Avatar - Comment posted on 07/17/2009 07:27
Kaspar
Do a rant on RPGs that are very sensitive about what skills and stats you level but present no fucking information on what the useful/useless ones are. Because there are always useless ones, and the game downright punishes you if you go with them. So you have to look it up from a guide or whatever. Also, occasionally I hit a game where you HAVE to invest in specific stats/skills to unlock new ones but the game offers pretty much no information on what they are...

Every second RPG I play is like this, it drives me mad that I have to start over after 5 hours of gameplay because the designers were sadistic and lazy dicks.
twincannon's Avatar - Comment posted on 07/17/2009 08:17
twincannon
Wow, that was so fucking incredibly bad and lame when the guy in the clip started doing the AT-AT death blow animation, and then gets INTERRUPTED BY A FUCKING BULLET AND HAS TO DO IT AGAIN.
Morty's Avatar - Comment posted on 07/17/2009 10:29
Morty
True! But what about God of War, I think it's an example for well implemented QTEs.
BulletTrain's Avatar - Comment posted on 07/17/2009 14:41
BulletTrain
RE5 is the worst of the worst as far as this topic goes. The little cinematic cut scenes / QTEs throughout the whole game made me want to tear my eyeballs out.

QTEs (or these interactive cinematic moments) that require input should never result in the failure of the current game. Anyone who puts that in a game should be strung up by their testicles. Its never fun, and its never interesting.

Interacitve cut scenes are never that awful in my mind, but they rarely make the gameplay more interesting either (the end of MGS3 is the only one that comes to mind). Is there really anything to be gained by having limited player interaction with a plot developing cut scene? I think destroying the cut scene in favor of scripted events, like in Half life 2, would do more for player involvement; But I do realize that is far more hard to pull off than a regular cinematic sequence.
wrathofpink's Avatar - Comment posted on 07/17/2009 17:08
wrathofpink
Hey I think it's cool how you wear 4chan as a fashion accessory.

I bet all your friends think your Jack Skellington T-shirt is just the coolest too.
sickNasty's Avatar - Comment posted on 07/17/2009 20:24
sickNasty
Good points, but I disagree about Splinter Cell. I think the mechanic is a great idea for a game that is not a straight-up shooter.

Many times in third person shooters, the aiming controls can be sluggish and frustrating. This mark and execute is a good way to work around this.

Think of movies like James Bond and Jason Bourne, where the protagonist guns down enemies in a room quickly. I think it would be tough to do manually.

Also, you could think of it as no different than the 1-button melee kills you could always do in the series. 1-button melee kills don't make sense in a hack and slash game like Ninja Gaiden, but they make sense in a stealth action game.
X-angwin8r's Avatar - Comment posted on 07/18/2009 10:04
X-angwin8r
While I do think QTE's are becoming a cop-out to many games (*cough* Ninja Blade *cough*), I think they can serve a purpose if used properly. In earlier generations we could see the player character do something really cool in cutscenes that we couldn't necessarily do during gameplay. I see GTEs as a way to partially remedy that disparity. It gives the player at least some facsimile of control over the on-screen action. It's clearly not a perfect solution, but at least it errs a little on the side of interactivity. Not to say that games should just toss in a bunch of QTEs all willy-nilly., which unfortunately a lot of them do.
Perhaps one method is branching QTEs. Lets take God of War, one of the modern forefathers of the QTE. Say a monster is coming at you ready to tear your head off. Based on Kratos' existing control scheme, you could choose to dodge, block, or counterattack. Like the Rev mentioned, the game would partially change its reaction to your input, thus creating a more cinematic action scene. Based on what you chose earlier, the monster would miss, press its attack or dodge your counterattack, or something to that effect. Again, not a perfect solution, but one potential way for future QTEs to go.
whormongr's Avatar - Comment posted on 08/01/2009 10:55
whormongr
one thing that really bugs me about QTE's that I never really hear people address is (a good example is the GOW games), when you get to them you are not only drawn away from the character by what anthony mentions, but also the fact that you are no longer even viewing the cinematic. When I play a game and I need to fight a boss at the end, I like to feel that I have the payoff of watching the end of a story or actively doing something to defeat the boss and having a payoff- far too often in games nowadays I find myself looking at the corner of the screen seeing if I need to press X or [] and going on youtube and looking up the endings of the game to see what I missed. I am not saying that older games are better per say- but I felt like there was more payoff.
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