Slashdot Mirror


Excuse Me, Your Cut Scene is In My Game

Via GameSetWatch, an interesting critique of game cut scenes at the blog ItBurns. He compares and contrasts several games and their use of story, gameplay, and in-game movies (with video) to get across his point. "Splinter Cell takes a more simulative approach to many of the character interactions that occur in the game. In the next clip, Sam Fisher grabs his target, Sadono, from behind and places a gun at his temple. Using Sadono as a shield, Fisher backs towards the door and forces Sadono's head into the retinal scanner to open the lock. Fisher continues through the doorway towards the roof, interrogating Sadono as they walk to the waiting helicopter for extraction. At no time during this sequence does the player relinquish control."

19 of 142 comments (clear)

  1. Rendering Power by UnderDark · · Score: 2, Insightful

    Cut scenes were originally used to fowward the plot in games because the computational power to render those scenes was not available in a real-time system. They were run in batches and the resulting movie was tied to a trigger in-game. It stands to reason that as computers became more powerful, the reliance on pre-rendered cut-scenes would diminish. For evidence, look at HL2: almost no cut-scenes at all.

    1. Re:Rendering Power by Gulthek · · Score: 1, Insightful

      Please, enlighten us to a game that isn't "basically on rails". Many games hide the rails very well, but all games are on them.

    2. Re:Rendering Power by flitty · · Score: 2, Insightful

      When cut scenes are integral to the story, even interactive cutscenes such as *SPOILER* the death of Andrew Ryan in Bioshock, How do you tell your story without your character "losing control". Either directly, or sitting in a room listening to deposition, you can't extend the story without losing control usually. Giving andrew ryan a gun to shoot at you so it becomes a kill/be killed scenario was disengenuous to the characters/story. I think that the cutscene where you kill Andrew Ryan, and the underlying theme of Bioshock (a man chooses, a slave obeys) addresses directly the limitations of video games and cutscenes. Without the cutscenes and storyline, you've got GTA: Rapture.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    3. Re:Rendering Power by dishpig · · Score: 2, Insightful

      Please, enlighten us to a game that isn't "basically on rails". Many games hide the rails very well, but all games are on them.

      Well, I know it's not the genre you're thinking, but The Sims comes pretty close. You can take any path you like. Will a game be successful if your Sims pee on the floor and die in kitchen fires? That depends.

      The question is, how do you measure "success" in a game? By completing objectives or by engagement? If your answer is the first, yes, you are restricting the parameters of the game and it must be guided - it is necessary to push it down a fairly straight track (or at least a choice of several). If your primary goal is to be fully engaged in the game itself, then just having a good time playing can be enough, regardless of the scripted objectives completed.

    4. Re:Rendering Power by Anonymous Coward · · Score: 1, Insightful

      So.... standing there in the MIDDLE of the story is not immersive?

      They make a point of never taking you out of first person, there isn't even a gordon model for a 3rd ppov to see in the first part of hl2.

      You may need to re-think your logic

      Playing most other games, cutscenes make me feel like I'm watching a story rather than being in the story. They may look awesome, and cool, and be very meaning ful, but in the end I wish I was there.

    5. Re:Rendering Power by TexVex · · Score: 2, Insightful

      Don't confuse "rails" with "constraints".

      In the Final Fantasy games, you have to complete each piece of the game in order before you can move on to the next. They are linear. The game is all about the story, and that fact is thrown in your face with every non-skippable ten-minute cutscene. This is what is meant by rails.

      But something like Crackdown is not on rails. You can go anywhere in the city you want. You can turn on your own faction, just to see how many hit squads it takes for them to kill you. You can kill the enemy bosses in whatever order you want. You can pick and choose what side-activities you want. Don't like driving? The game is winnable without it. Basically the game will be fun whether you take the structure it provides or instead just use it as a sandbox and entertain yourself with it.

      In a game-on-rails, you either "play" the game exactly how the designer intended it or you hit a solid wall and can't do anything else. You go forward, replaying when you fail, or you quit playing.

      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    6. Re:Rendering Power by heinousjay · · Score: 2, Insightful

      I'm gonna have to just disagree with you. Cut scenes take me right out of the game, and most times annoy the hell out of me because they really aren't telling me anything I need to know to enjoy playing.

      And truth be told, the story is nearly always irrelevant, and typically about as cheesy as a daytime soap.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
  2. I hate cut scenes by Anonymous Coward · · Score: 1, Insightful

    At no time during this sequence does the player relinquish control.
    To me, that's the key. Meshing the storyline into the game play is the right way to do it, whereas forcing the player to suddenly stop playing and listen to some silly dialog is the wrong way. Getting it "right" isn't easy to do, of course. Some games put a variety of sources of information scattered throughout the game (like dropped items, computer terminals, whatever) that in theory you are supposed to read. In practice, these also distract from the game and frequently break the immersion.

    Another game that did it "properly" was Prince of Persia: Sands of Time... where a lot of the plot-advancing stuff occurred during gameplay (e.g. the main character musing aloud).

    The idea is that the player wants to play out the storyline of a cool movie. Not watch short clips from a movie that get in the way of controlling action scenes.
    1. Re:I hate cut scenes by rkanodia · · Score: 2, Insightful

      Metroid Prime 3 has a lot of 'plot updates/game hints' that take the form of someone contacting you on the radio. Unlike Metal Gear Solid or Resident Evil, however, this generally doesn't interrupt the flow of gameplay at all - you can be blasting Metroids left and right with your Plasma Cannon while General Whoever tells you about your new objective. While the game also contains its fair share of 'true' cutscenes, I found the radio communications to be a good way to keep things moving without constant interruptions in gameplay. Personally, I always found the radio in Metal Gear Solid to be heavily immersion-breaking; why would an enemy let me just stand there and talk to my intelligence agency for five minutes?

  3. Get off my lawn by ObiWanStevobi · · Score: 4, Insightful

    Cut scenes are just like anything else in gaming, they might suck, they might be good. It's all a matter of taste. Take FF for example. Every FF game will have pretty much a feature length movie built into it. Now if you don't have the slightest care why you are fighting strange looking birds or large rocks, you probably hate the cutscenes. But if you want to have any idea what is going on in the strange plots, the cut scenes are a must.

    Plus most of us can't sit on the edge of our seats for hours on end. The cut scenes are good for a bit of relaxation and setting up the mindframe for your next objective. Now if the scenes don't drive a good story, and don't prepare you for what is going to happen next, yes, they do suck. But that isn't because it is a cutscene, it's because it's a shitty game.

  4. my only peeve by jollyreaper · · Score: 3, Insightful

    Is when a game is designed poorly in that there's no way to save within seconds of hitting a difficult stage of the story. For example, Independence War was an incredible game but the missions were very long with lots of scripting, lots of difficult points, and no way to save between stages. There was this one simply awful mission where you had to fly escort for some ship setting up observation satellites. Fifteen minutes or so elapsed from mission start to the beginning of the battle. Horrifying. The original Wing Commander Privateer was like that. The final mission to destroy that alien superweapon involved five minutes of dialog before the fight began.

    Regardless of the frustration factor concerning gameplay, this also cuts down on the drama of the moment. If you're forced to watch the same moment fifty times before you get through that spot of the game, the emotional impact is reduced.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:my only peeve by Vexor · · Score: 2, Insightful
      Exactly why and decent and respectable game will allow you to skip the cutscenes regardless if you've seen it once, twice, or two thousand times (better yet even 0 times). Some games like World of Conflict have excellent cutscenes that really give the characters a lot more personality and in turn give you more emotional attachment (hate or love). Which in turn provides a better gameplay experience. The game doesn't feature a lot of them but they're so well done I find myself wishing there were more of them.

      This whole article is a bit pointless because it's dependant on player preference as well as graphics/story/voice acting (if any).

      --
      ~Vexed and loving it!
  5. what's new? by Dance_Dance_Karnov · · Score: 2, Insightful

    cut scenes can be good, or they can be bad. as with everything else under the sun, it is how they are done which matters.

  6. Re:Metal Gear by Osty · · Score: 2, Insightful

    Metal Gear uses in game rendering when ever possible. But it also uses film clips when pseudo stock film would advance the story is a better style then in game scenes. I think most games are moving away from pre-rendered cut scenes as they tend to break the illusion of your world a little. FFXII was alright as the cut scenes were noticeably better but in the same style .FFVII was terrible for breaking the illusion with frequent cutscenes in a style very different from the rest of the game.

    All of which completely misses the point. A cutscene is a cutscene, whether it's rendered in-engine or pre-rendered video. You've removed the user's interaction. The article compared MGS to Splinter Cell in that MGS had a big, long cutscene prior to the Ocelot fight (doesn't matter that it was rendered in-engine) while Splinter Cell had the player actually executing the steps that would've been shown as a cutscene in MGS. Half-Life is another game that does this very well, where you're in Gordon's perspective from the very start to the very end, and you always have control to move around. The HL1 tram intro is a perfect example. Any other game would've shown the tram from different camera angles and used the scene as a non-interactive movie. Valve put you right in Gordon's shoes and you can move around within the tram, looking out whichever windows you choose (or not).

  7. cutscenes... by Zarxrax · · Score: 2, Insightful

    I hate long cut scenes that you can't skip. If you wanna put them in your game, fine. If you wanna force me to watch them, thats usually ok too, as long as they are fairly short.

    It completely sucks though, when you pop in a new game and want to jump right into the action, but it makes you watch a freaking 15 minute movie before the game starts. And then as soon as it starts, you might be unfortunate enough to lose or have to stop playing before you reach a save point, and then you have to watch the crap ALL OVER AGAIN.

  8. I don't ask for much, just let me skip it! by Scrameustache · · Score: 2, Insightful

    The cut scenes are good for a bit of relaxation and setting up the mindframe for your next objective. Now if the scenes don't drive a good story, and don't prepare you for what is going to happen next, yes, they do suck. But that isn't because it is a cutscene, it's because it's a shitty game. I don't mind cut scenes. I mind cut scenese that you can't skip.
    Especially the 10 minutes-long ones they put right before an ultra-hard boss battle that you'll have to go through 6 times in a row before you figure out how to beat it. Those make my urge to kill rise, and rise, and rise...
    --

    You can't take the sky from me...

    1. Re:I don't ask for much, just let me skip it! by Tim+C · · Score: 4, Insightful

      That sort of thing often sees me simply stop playing the game if it gets in the way too often.

      Hell, I remember the train ride at the start of Half Life. Cool as hell the first time. Cool in a "oh yeah" kind of way the second time.

      By the third time I played through the game, years later, I thought "Oh, I'd forgotten about this..." and went to make a cup of coffee while I waited for it to play out.

      While we're on the subject of stuff you can't skip, adverts at the beginning of a game (eg for NVidia, the publisher, Intel, etc) that you can't skip fuck me off something chronic too. Attention game publishing infidels - I am fully aware of you, the dev house, ATi, NVidia, Intel, and all the other people paying you to piss me off. Please stop pissing me off, or I'll stop buying your games.

  9. Re:Damned if you do... by _xeno_ · · Score: 2, Insightful

    Half-Life 2 most certainly had cutscenes. Half-Life 2: Episode 2 even has a cutscene in the most traditional sense: there's a section after the Antlion Nest where you lose control of everything, including the camera, while the Gman talks to you.

    Back to Half-Life 2, though: it also had cutscenes. Early in the game it mostly consisted of waiting around for someone to finish talking and finally open the door until you can move on. Not a cutscene in the traditional "you lose control of the game" cutscene but a cutscene in the "you can't progress until Alyx stops talking and opens the door" cutscene. Later in the game there were cutscenes were you had a limited view - you could look around and zoom in on things, but you had no real control until the event completed.

    I actually find Half-Life 2's style to be more annoying than the more traditional "interrupt the action" cutscene for two reasons. The first, huge, giant, annoying reason is that cutscenes in Half-Life 2 can't be skipped. Ever. You have to wait for the event to play out before you can move on. This isn't a big deal the first run through the game, but if you ever find yourself replaying a section, waiting for Alyx to finish talking to her dad and just deactivate the damned force field can get annoying.

    The second thing is that it turns the game from playing into a game of "run to whoever's talking so you can hear them." In response to this, most people just turn on the captioning and sit and watch while the NPCs run around poking things. Ultimately Half-Life 2's cutscenes become these events that you can hop up and down during, but no more a "real" part of the game than any other cutscene.

    If I can't do anything useful during the cutscene, there's no real point to give me control, other than to allow me to miss something because I'm not looking in the right direction. They might as well use an actual cutscene: at least then you don't have to worry about missing something.

    --
    You are in a maze of twisty little relative jumps, all alike.
  10. Re:Damned if you do... by Peeteriz · · Score: 2, Insightful

    Did you read what the parent said?

    Being able to jump around still has no sense, if you can't do anything worthwile - the battle is ended, there is no gameplay happening, you can't go to the next goal, you have to wait until some NPC finishes the monologue. YES, you haven't "lost control", but it still is effectively the same, only worse - since in other games, when you don't want to hear the monologue (say, because it's your third replay through the game), then you can usually skip back to action, but in HL2 your only choice is to wait. Or run around aimlessly while waiting. Or shoot in the air while waiting. Does that ability improve anything? You might as well go to kitchen and fetch some coffee while waiting.