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Study: First-person shooter cutscenes aren't engaging enough photo

With the ungodly amount of first-person shooters on the market these days, chances are high you've played at least one during this generation of games.

For the most part, the shooter genre is not widely regarded as having the most emotionally-driven stories in gaming (no one cares about your wife, Dom), and Gamasutra has an interesting theory as to why that is.

A recent study used biometric feedback to measure player responses to the initial 90 minutes of big-name action titles such as Gears of War, Resistance, and Halo 3. The issue most game's suffered from was an inability to keep gamers engaged during tutorials and -- you guessed it -- cutscenes.

It's hard to summarize this extensive study in a few short paragraphs, so I urge everyone to go check it out. And if you're too lazy to be bothered, here's something to think about: players best connected with the cutscenes found in Gears of War. Who knew?


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31 comments | showing # 1 to 31

Capn Birdseye's Avatar - Comment posted on 12/03/2008 20:07
Capn Birdseye
I would say the most engaging games I have played in the past 10 years have been FPSes.

In fact, the only games I can think of that were engaging in the slightest and weren't FPSes are probably a handful of western RPGs.

Everyone's entitled to their own opinion, of course, but I pretty much agree with the article.
Char Aznable's Avatar - Comment posted on 12/03/2008 20:10
Char Aznable
Would Call of Duty 4 be the exception to the rule? I thought the game had some of the most engaging, heart-wrenching cutscenes I had ever encountered.

[Spoiler]
In particular, I'm talking about the ones where the U.S. Marine dies an agonizingly slow death after the nuke attack, and one of the final scenes where the SAS members are taken out in a pretty shocking, abrupt fashion.
Pangloss's Avatar - Comment posted on 12/03/2008 20:14
Pangloss
I'm about to go read the article in its entirety, but it seems like this study is asking the wrong question. It shouldn't be "is the cutscene engaging?" It should be "Is there a way to tell this story without a cutscene, so that the player is never disengaged?" The point has been beaten to death by now, but I really can't stress enough that Half Life 2 is the gold standard for FPS storytelling.

Also, if you must use a cutscene in an FPS, make sure you keep it in the first person perspective. Immersion is one of the best draws of the genre, and your story can't be told effectively if you shatter that immersion every time you try to tell it.
Orionsaint's Avatar - Comment posted on 12/03/2008 20:16
Orionsaint
GEARS OF WAR ISN'T A FIRST PERSON SHOOTER!!!

IT'S A THIRD PERSON SHOOTER!!!
Jordan Devore's Avatar - Comment posted on 12/03/2008 20:16
Jordan Devore
@Char - definitely, I concur. For whatever reason this study used Call of Duty 3 instead of 4.
Char Aznable's Avatar - Comment posted on 12/03/2008 20:21
Char Aznable
Blah blah blah, I don't want my spoiler to appear in the bottom of the main page article. Filler text. Cocks.

[Also spoiler]

I was also really creeped out by the cutscene in COD4 where you're the dignitary being driven through the streets, about to be executed. Pangloss' comment about cutscenes using first-person perspective reminded me of this.

Seeing all the cheering dudes shooting off their AK-47s as I was being led to my death was kinda frightening. That entire scene was handled brilliantly, down to the last moments.

Although I hated dying every 5 seconds in the multiplayer, hell of a game.
kevinski's Avatar - Comment posted on 12/03/2008 20:22
kevinski
I thought that the cutscenes in Clive Barker's Jericho were pretty amazing. Very immersive, and I love the QTE's during game play. Despite Jericho being a mediocre game in most people's eyes, its presentation is nothing short of incredible.
Coldbrand's Avatar - Comment posted on 12/03/2008 20:25
Coldbrand
Mirror's Edge did it great.
Cube's Avatar - Comment posted on 12/03/2008 20:26
Cube
Oh my god give this company a nobel prize for finding out the obvious!
Josh Tolentino's Avatar - Comment posted on 12/03/2008 20:28
Josh Tolentino
I've read the article, and it makes salient points, but there's also the question of how much we can trust biometric data. Does engaging = fun? What should developers be willing to give up for the sake of physiological "engagement"? Should we start to sacrifice forms of storytelling because they're less "engaging" than in-your-face action sequences? Let's take Resistance against Resistance 2 for example. Going by the critical reception, Resistance 2 got a pretty hard panning for abandoning its previous method of narration, from the voice of that lieutenant to more cinematic cutscenes of Hale himself. The latter should have been more "engaging" shouldn't it?

CoD4 does an excellent job of containing all of the potential "highs" and "lows" of what the researchers seemed to be looking for, but some of its most "engaging" scenes for me were ones that, according to the study, would not have worked. The oft-mentioned gunship sequence, some of the sniper stages, etc.
Pangloss's Avatar - Comment posted on 12/03/2008 20:32
Pangloss
All right, I have now finished reading. My first impression of this study was a little off, as they were actually really comprehensive in what causes player engagement and positive response. I don't know much at all about brain wave thingies, so I'll assume their methodology was solid as well.

My favorite parts of the study were the observations that little things like grenade tossing, recharging shields, active reloads and the like accumulate into a fairly large net positive response. That, and the mention of how puzzles in games like HL2 provide a means of easing off the adrenaline without turning off engagement.
RonBurgandy2010's Avatar - Comment posted on 12/03/2008 20:33
RonBurgandy2010
Char keeps talking about the "cutscenes" in CoD4, but they weren't really cutscenes. You could move or at least look around, keeping the player in the mindset that "I am in control" and keeping them in the game. The fact that you're completely helpless adds to the immersion and engagement.

But when all else fails, developers, just copy Valve.
Volomon's Avatar - Comment posted on 12/03/2008 20:37
Volomon
Sorry but I'm going to have to call bullshit. I have a feeling they are comparing the electromagnetic impulses from actively using your body (controlling your character) to sitting passive watching a video.

I mean shit why don't we compare driving a car and sleeping.

FAIL!

The worse part is when these studies are given any kind of publicity.
Slick Icarus II's Avatar - Comment posted on 12/03/2008 20:39
Slick Icarus II
Watching a game isn't as involving as playing a game. Plain and simple.
Pangloss's Avatar - Comment posted on 12/03/2008 20:39
Pangloss
@unangbangkay: You are correct in that engagement is not the whole equation, but if your audience is not engaged, you cannot tell your story effectively. You can throw out the most emotionally compelling characters and narrative in the world (well, slight exaggeration, but you catch my drift), but unless your audience is engaged, the emotions you are trying to instill in your audience won't take root.

As far as engagement v. fun, it should be noted that in all the graphs the study showed mapping both engagement and positive response, there was clearly a close relationship, if not necessarily direct correlation.

Damn, it feels good to just cold get nerdy about a subject.
Volomon's Avatar - Comment posted on 12/03/2008 20:47
Volomon
@Slick Icarus II: Exactly if only everyone else had the sense to figure that out this wouldn't even be a story.

Serious half of what it says can be (should be) common sense. I can tell you that if someone got in my face with a knife its going to be a lot more intense then some dude I can't see shooting and missing me.

Dddduuuurrrrr....
Starman Deluxe's Avatar - Comment posted on 12/03/2008 20:49
Starman Deluxe
For some reason Bioshock came to mind, and that one awesome cutscene with the huge twist engaged me like no other...

And I agree, Call of Duty 4 had some gripping cutscenes...
Jordan Devore's Avatar - Comment posted on 12/03/2008 20:52
Jordan Devore
Sure, much of this is common sense for you and me, but why then do game developers continue to make the same mistakes time and time again?
Loogibot's Avatar - Comment posted on 12/03/2008 21:04
Loogibot
Playing it safe seems to be a main reason for non-gripping cutscenes. Developers don't want to try completely different things that may of may not work, because it may be too much of a risk, and profit might not be gained. Just because it's a good idea, doesn't mean it will sell well. But that doesn't have to be the case everytime, as Half-Life 2 and CoD4 have proven.
galagabug 's Avatar - Comment posted on 12/03/2008 21:32
galagabug
is this as retarded as i think?

yes, your brain is not as active while watching a cutscene b/c they are not interactive. i mean... someone got paid to study this? jeesus.
Josh Tolentino's Avatar - Comment posted on 12/03/2008 21:54
Josh Tolentino
@pangloss

Great games can combine both great writing and still engage, but resources are inarguably finite. Not everything can be spread equally. Gears is incredibly engaging, but on the flip side, we have "more like ten sh*tloads, Dom". Not very "engaging" writing.

Simply keeping everyone "engaged" in a physiological sense is fine, but I'd also like for that level of engagement to come without compromising other aspects of the design.

I'd also caution against applying this logic to genres of gameplay that don't necessarily need to be more "engaging". Games like, say, Final Fantasy Tactics or Baldur's Gate would fail a test like this on every level, so the context is extremely important to remember.
Cowzilla3's Avatar - Comment posted on 12/03/2008 21:58
Cowzilla3
I mean if you're not interested int he story then you're not intersted in the cutscenes. Reading over the study it seems done well but I still don't think it's the lack of quality cutscnese fault.
electricmole's Avatar - Comment posted on 12/03/2008 22:55
electricmole
its common now for rts games to have cutscenes stories. and imo its more engaging than fps story cutscenes. playing fps games gives me a headache all the time and the story and even the nice cutscenes dont even help.
Nightrain117's Avatar - Comment posted on 12/04/2008 00:33
Nightrain117
I think they left CoD4 out on purpose because it would invalidate their point. More games should try to be as good as CoD4 and Infinity Ward should make more games.
Blind assassin's Avatar - Comment posted on 12/04/2008 01:03
Blind assassin
Why isn't this a Captain Obvious article?
Blackhat's Avatar - Comment posted on 12/04/2008 01:11
Blackhat
I'm not surprised it wasn't mentioned, but the [ spoiler] scene in Quake 4 where you're eviscerated while you hear yourself scream in agony, and then turn into a Strogg, was pretty fucking engaging.[ /spoiler]

I think more attention needs to be placed on keeping the camera AS YOUR FUCKING CHARACTER SEES THINGS. I'm tired of 3rd person shooters where I can see the back of my own head, and my body blocks part of the screen.
FakeplaceStudios's Avatar - Comment posted on 12/04/2008 01:28
FakeplaceStudios
"WHERE'S MY WIIIIIIIIIIIIIIFE?" (Gears of Awesome) is the first thing I saw when I saw the bit about Gears of War in this article. Gears is definitely entertaining, but emotionally and intellectually stimulating it is not.
Touch's Avatar - Comment posted on 12/04/2008 07:07
Touch
Well, I'll reiterate what Orionsaint said: Gears ain't an FPS, it's a TPS - hardly surprising gamers engaged with it more, because cutscenes in a TPS are more in line with other entertainment media, namely movies. For the same reason, I found MGS4 to be the most "engaging" title I've played this year, alongside GTA4 - but on which title have I clocked up the most hours this year? Without a doubt, COD4.
Slique's Avatar - Comment posted on 12/04/2008 09:04
Slique
I've never had a problem is cutscenes in games. It generally helps to tell the story better (excluding pretty much all Valve games), and gives the player a brief restbite from play. There are also a lot of things that can only be done via traditional cutscenes that simply wouldn't work the same if the player maintained control.
el_chack's Avatar - Comment posted on 12/04/2008 13:11
el_chack
What's the Magic behind Half Life, then? I loved the story at HL (non-emo).
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