Cinematics Are Killing Gameplay?
Howard Brown writes "David Rodriguez is a Lead Game Designer at High Voltage Software. His latest article on Buzzscope discusses videogaming's overabundance of cinematics, and how their misuse is taking us further and further away from what videogaming is all about." From the article: "I made it perhaps three virtual feet before managing to trigger another cinematic. Silently biting back a curse I again attempted to button through it, but those rat-bastard developers were bound and determined to have me watch their cinematic magic. Idly tapping the button, as if hoping that somehow the rules would change, I sat and listened as some NPC taught me all about targeting."
This article nails the issue on the head and voices a common complaint of mine regardling cinematics in games. The single greatest source of irritation for me is watching a 3 - 5 minute FMV (full motion video) segment and then once its over and the mission/chapter/whatever starts, realizing that whatever was in that video has no effect at all what so ever on the gameplay or how I will continue playing the game. Funnily enough, as a kid, FMV was all the rage (remember the Multimedia/CDROM explosion) and I ate it up without hesitation. Video games with real life video in them, awesome, thats like something out of the movies! But now, about 90% of the time, if possible, I will just skip the FMV (assuming like the author noted, that its possible, damn thats annoying) since its usually not too great and also completely irrelevant to the gameplay that follows. Note that this is also due to the fact that very often, game stories are nothing more than half-hazardly used glue to keep levels/missions together; if you remove the story, the game loses some context but the mission objectives remain nonetheless.
Its kind of how a soldier IRL is given a set of orders but is rarely given a great deal of context regarding their orders outside of the immediate need of whats required to complete their mission. Johnny Soldier just needs to know that he needs to storm that building and secure 3 known surviving civilians and eliminate any hostiles. Whether that building was is additionally the center of a complex political plot involving several governments and trans-national companies is largely irrelevant to his mission.
Games with FMV will give you a nice 5 minute cinematic on that whole political plot and then will put you, virtual Johnny Solder into the mission with the actual objectives (secure building, rescue civs, eliminate hostiles), and in the end, that whole cinematic doesnt matter one bit when completing your mission so long as you just follow your objectives. Maybe a scripted event happens relating back, but more often than not, theres only the mission. This is also partially to blame on the saturation of purely linear stories and largely non-open games. The future is surely in games like Elder Scrolls Oblivion rather than Final Fantasy since while Final Fantasy may tell some nice stories, the games are little more than interactive showcases for stories. Don't get me wrong, I enjoyed FF as a kid but these days I prefer the gameplay itself to be the sole means of telling the story as well as the ability for emergent gameplay as the article said, and non-linearity. Heres a salute to all those that are forging that road into the emergent future.
"What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon