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Are cut-scenes ruining video-game stories?
Img_3899
Friday, December 17, 2010
EDITOR'S NOTEfrom Rob Savillo

I wholeheartedly agree with Patrick that cut-scenes need some revision -- someone needs to send an editor to the Kojima offices, for instance. I don't particularly like superfluous sequences that break the gameplay's flow; however, I don't think quick-time events are the answer, either (as I've written before). I still think the closest we have to seamless narrative in video games is the Half-Life approach that puts a premium on interactive storytelling (to a degree).

So, what makes a good cut scene? I'll share a few points that gamers should keep in mind when determining whether a cut-scene has had some time and effort put into it.

The action within the cut-scene remains the same as the gameplay the user experiences or at least doesn’t exceed it. This is, in some ways, the most important point. Often in cut-scenes found in intense action games such as Resident Evil or Crysis, the character isn't actually able to perform the cut-scene's action during normal gameplay.

And this completely ruins any sort of immersion the gamer has. If you’ve been controlling a character for a solid 10 hours, you’re going to feel in sync with that character and know how to operate him or her efficiently.

But too often gamers see that character in cut-scene perform moves that aren’t in sync with the way they have been playing. The character might move too quickly, use her hands when she might have relied on weapons, and so on.

The cut-scene at some point provides some type of action for the user to perform. Some users might know of these as “quick-time events.” These operate just like a normal cut-scene, but within that scene the game gives users some type of action to perform: an attack, a handshake, or whatever it may be.

Sometimes there is a consequence for missing the event, and sometimes there isn’t. Many gamers hate quick-time events, but they are at least better than doing nothing at all and leaving the gamer to sit back and watch. Taking Mass Effect as a great example, games need to live up to their actual definition and provide some type of gameplay for users to interact with.

Cut-scenes are fine, but they need to be coupled with action to make them worthwhile.

The cutscene contributes something to the plot. There’s a saying in screenwriting that basically states: A writer needs to start a scene as late as possible, and then finish that scene as early as he can. The same applies to cut-scenes. Developers really need to be asking themselves: Is this cut-scene really necessary?

At any point, can the information in the cut-scene be delivered through gameplay, which should be given preference over the passive activity? If at any point there is doubt over that, then gameplay should take precedence.

The Call of Duty series is the absolute worst offender of this. The franchise has gamers interact with their characters, and all of a sudden they will enter a quick-time event that sees them slide down a hill, or grab on to a cliff. Why do something that completely ruins the gamer’s immersion instead of providing her with the tool to actually interact with the game on a deeper level? If given the choice, allow gamers hang on to the cliff themselves -- they shouldn’t have it done for them.

Cutscenes need to actually integrate with the story. Every cutscene -- every single one -- must provide some type of information to the player. That information might be visual or verbal, but it must contain something they didn’t know before.

Simply showing something cool, like an explosion and the character dodging away, might be fun but it isn’t actually delivering the player any type of narrative prompt. For all of its benefits, Prince of Persia: Sands of Time was pretty bad at this.

After every fight, there would be a short cut-scene showing the Prince putting his sword back into place. Who cares? Do we need this? Not at all -- it provides nothing.


Cut-scenes are a tool -- they are not the finished project. They need to assist the player in coming to the conclusion of the story -- not just give her something pretty to look at.

 
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Comments (13)
Dscn0568_-_copy
December 16, 2010


I had a big cutscene offender in Fist of the North Star: Ken's Rage. In the TV show the game is based on, Ken fights a villain on the side of a pyramid. This is shown in the cutscene. The ACTUAL game fight takes place on a platform with the pyramid in the background. Worse, the game switches from platform boss fight to the the pyramid cutscene several times. 


Img_3899
December 16, 2010


It's frustrating when that happens, isn't it? Alpha Protocol had a similar problem, if I recall correctly.


Photo_on_2010-08-03_at_16
December 16, 2010


Personally, I disagree, though opinions are mixed on this issue for many people.



For me, cutscenes are a reward. They offer you the opportunity to sit back, relax and enjoy the fruits of your labours -- the difficulty you may have had getting through a level, or a particularly tough battle, or whatever. I like having opportunities to let the story unfold. And in certain types of game, it makes no sense to keep the player in control as it would look ridiculous. This is also the reason that a lot of cutscenes use moves that aren't possible in normal gameplay -- animations optimised for gameplay and motion-captured animations optimised for cutscenes are very different beasts. Yes, the difference is jarring sometimes, but it's there for a reason.



You note Half-Life as an example of keeping the player in control; yes, kind of, but in fact, all Half-Life does is lock you in a room while Plot Is Happening and then let you proceed. It's still a cutscene, and Gordon Freeman's muteness means that he's not actually interacting with anything. All you're doing is controlling the camera's position.



Fable II and III also have scenes where you can continue to control your character. I find this tremendously distracting -- it makes it harder to concentrate on what the person is saying. Jumping to a cutscene for exposition or explanation may take the player out of control for a moment, but it allows the developers to direct the scene in the way they want, and the player to concentrate on the information that is important.



I'm surprised you didn't mention Heavy Rain -- a game that is one long cutscene/quick-time event. That wasn't to everyone's taste, but offered a good balance between interactivity and cinematic direction. It wasn't perfect, but it showed that having an almost completely-directed experience can still offer people the opportunity to make significant, game-changing choices throughout.


Img_3899
December 16, 2010


Pete, those are excellent points and worth considering.



But with regards to your point - "in certain types of games, it makes no sense to keep the player in control as it would look ridiculous" - could you perhaps expand a little? What type of games do you mean? I ask because in a game like Dead Space, which completely relies on in-game action to tell the story, I thought it worked very, very well and showed that cutscenes aren't a necessity for every game.


Photo_on_2010-08-03_at_16
December 16, 2010


Sure thing. What I mean by it looking ridiculous is largely to do with the impatience of a lot of players these days. There is no reason that the main character would be running around, jumping or smashing shit up while Plot Is Happening, but some people just can't resist doing that. It detracts from the gravitas of the situation. Sure, it's funny. But you don't always want your games to be funny, and developers sometimes don't want the stories they're telling to have even the slightest opportunity to be misrepresented as "silly". It's also the reason why narrative-based co-op games are pretty flawed, because when you're playing with a buddy you usually want to talk shit with them and dick around. Again, not the best environment for SRS PLOTZ.



This is one of the things that bugged me about Fable II in particular -- someone can be having SRS CONVERSATION with you while you're Cossack dancing in front of them. A lot of Fable is about the silliness, but there is a plot there, and I can't help thinking that the plot of Fable II would have carried more weight if it were a more "directed" experience. That's not to say it should ditch the relative freedom that Fable's gameplay typically offers. But I believe there is a time and a place to wrest control away from the player, however temporarily.


Img_3899
December 16, 2010


I would agree with you to a point. My problem is that I don't particularly think it's helpful when the game takes full control away for too long. Cinematic cut scenes are great, but if they are to be used, (and I think they should be), they should be used sparingly and deliver a real reward, which is what you said before.


Photo_on_2010-08-03_at_16
December 16, 2010


Yes! I agree with this. When your cutscene reaches double-digit minutes territory, that's too long.


Default_picture
December 17, 2010


One of the worst (and earliest) cutscene offenders I'd ever played was Rogue Squadron 3 on the GameCube. I bought it based on my love of Rogue Squadron 2, but 3 turned out to be one of the most unfun, cutscene-loaded games I've ever played. it seemed like after every 30 seconds of action, I was in the middle of an unskippable cinematic. 


Me
December 17, 2010


I'm generally not in favour or opposed to cutscenes, so long as they work with the gameplay to create a worthwhile package as a whole then I'm happy.



But are cutscenes ruining videogame stories? Hell yes, in some games. Metal Gear Solid 4 is the worst offender. As someone who is a huge Metal Gear fan, I consider MGS4's cutscenes the worst of the series. At least in 1, 2, 3 and Peace Walker they kind of have a purpose, whether that be moving the story forward or making a demonstrable point that fits in with the theme or ideas of the game, and the cinematic gameplay that KojiPro/KCEJ was trying to push. MGS4's cutscenes were just horrible, shallow wastes of time that totally ruined that game's story.



I don't think we should be moving against cutscenes in all games, though. As Pete said, sometimes they break up the action and give us a visual reward for beating a hard segment. I know I thoroughly enjoyed the opening of Chapter 12 on Final Fantasy XIII after beating the difficult boss just before. Say what you want about that game's plot, but the most visually exciting cutscenes were really well-placed to break up the difficult bits.


Robsavillo
December 17, 2010


You dance around this, but I also want to add that I like the way Heavy Rain approaches interactive storytelling. While not exactly cut-scenes, the concept that you can fail a sequence yet the game marches on means that Quantum Dream solved the inherent narrative dissonance with linear, story-driven games.


Wile-e-coyote-5000806
December 17, 2010


I think of it as a design choice.  You could just as easily argue that all games should be FPS because it's more immersing, but that just wouldn't work for many experiences.



I agree with Pete and would add that cut-scenes allow the developers to give the player character some personality.  I really enjoyed Half-Life 2, but Gordon Freeman is a blank slate of a character.  Contrast that with the Uncharted series, which imbues the characters with tons of personality.  Sure much of Nathan Drake and company's personality comes during gameplay, but they would not be nearly as interesting without the moments in the cut-scenes.  Who can forget when Elena introduced herself to Chloe as "last year's model"?



Like I said, it's a design choice, and I appreciate both schools of thought on this issue.  I like games like Bioshock, but I am also the guy that sat through a 1 hour 15 minute cut-scene in "Xenosaga: Episode I", then reloaded a previous save to watch it again.


Default_picture
December 18, 2010


When cutscenes are well done, they make a game shine. The best way to do them however is to push (actually nudge would be a better word, Xenosaga decided to use a bulldozer to push the story) a story in the way you want it to go, because people are an unpredictable lot. If a developer is hoping to use it as a means of engaging the player though, then they are clearly missing the mark.



Using it to tell the whole story is a bad choice as well, as then the player just feels like they're walking from page 126 to page 127, with obsticles in the way to make it even more of a trudge than before. If I want to watch a movie, I'll buy a movie. If I want to play a game, there had better be a reason for what I'm doing than to simply get to cutscene no. 365 for the game to tell me my motivation.



Sometimes it's limitations that involve it though. Some of the crazier stuff that Dante or Bayonetta do in the cutscenes just aren't feasable in game, but those are just to show how off the wall they really are. However, if you see stuff they're capable of in the game engine itself being stuck in a cinematic, then any type of show off effect is lost because the player then feels it's been watered down.



The biggest issue I see with cutscenes is that they're not made for the players, they're made for the marketing people. Consider the advertising for a game with heavy use of cutscenes. You'll find that the cutscenes are used almost exclusivly to give the impression that that's the way the game really looks like, then people put it in only to be dissapointed. Naturally, this is after the companies involved have taken the money and ran.



I suppose it's why I prefer small budget games more, because they don't have the resources to devote to 50% or more of the game being cutscenes and instead allow what the game is really like to show.


Default_picture
December 19, 2010


I love Metal Gear Solid 4.  It scratches an itch I can't get, or don't want from other games.



There doesn't need to be a long discussion about cutscenes. With Game Design, there's room for an infinite variety..  We should encourage that variety.



Yeah, let's point out tired trends, but don't be pointing fingers where it's done well. I like movies. I don't mind watching hour long cutscenes, and I feel Metal Gear has always done it right. If it's not your shtick, maybe there's another game you could play and enjoy more.



I'm also an enormous fan of Demon's Souls, which has virtually no cutscenes.. For Demon's Souls, telling the story passively works so much better.  It really depends on the vision for the game.. I guess the problems and mediocrity occur when the vision for a game isn't very strong and it follows the popular examples.  Bad cutscenes in bad game aren't very nice.. Good cutscenes ina  good game are great. Hell, good cutscenes in a bad game are great too.  I suppose I'd tell the developer, please don't bother with cutscenes unless you can make them awesome and first consider whether cutscenes are necessary or ideal for the type of experience you wish to offer. 


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