You can't judge a book by it's cover. Okay, that's not necessarily true. There are some pretty bad books with some pretty ugly covers. But while I have my aesthetic preferences when it comes to what books I adorn my shelf with, I certainly would never presume to judge a work's content based on the face it presents to the world. It's simply inpermissable.The first page, the first sentence, however, is an entirely different story. "It was the best of times, it was the worst of times" is a lot more interesting than "once upon a time".
In screenwriting you're taught that you have about ten pages, maybe less, to hook a reader. A page of script translates to about a minute of screen time. That doesn't leave a lot of time to convince the cynical, unpaid intern reading your work that there's anything distinguishing your story from the countless others in the ever-growing pile sitting on their desk. This concept isn't altered when the script is filmed and put on the silver screen, nor does it change based on the medium, either.

No beating around the bush here.
Gaming is an interactive medium, more so than others. You would think that belaboring this point would be like beating a dead horse, but sadly, you would be wrong. Gaming has even more of a burden than other mediums, perhaps, to hook players in the first few moments of the game. Given that games cost much more than any singular novel or DVD, gamers are more likely to be quite discerning when it comes to what titles they pick up and play. This difficulty is only compounded by the fact that there are countless titles released every year, each of which requires a time investment much more significant than that of a book or film.
So why is it, then, that a lot of titles seem to have gotten away from their roots in this aspect? Too many studios feel the need to create introductory sequences to their titles that are more akin to feature films than video games. When I was a kid, all I had to do to start a game of Super Mario Bros was to turn my NES on and press the "Start" button. Twenty years later, I'm trying to play GTA IV and I find myself sitting through a lengthy, largely uninteresting cinematic involving European immigrants on a freighter making vague references to the "atrocities of war" and other such over-trodden tropes of character development.

Maybe they should have started with this instead of a boat ride.
A work within an interactive medium starting out with interactivity should be a convention we take for granted. If a game is going to start with a cinematic, it needs to be short, engaging and to the point. Assassin's Creed begins with Altair jumping from a bell tower, disrupting a public execution and disappearing from gaurds in plain sight while an eagle cries. That is an excusable introductory cinematic. Mobsters on a boat is not, especially when it's followed by a halting tutorial (a subject for another article, I assure you.)
Simply put, a game should start with the game. After a useful recap of an admittedly convoluted plot, Assassin's Creed: Brotherhood starts with Desmond seeking refuge from the Templars while Ezio defends his stronghold from a siege. It all could have been done with a cinematic, sure - and some games would. But Ubisoft lets me run across the rooftops, fire the cannons and fend off invaders. After the obligatory Star Wars opening crawl, The Force Unleashed puts the player in control of Darth Vader as he cauterizes dozens of Wookiee limbs. These are just two examples of games that get it right, at least when it comes to introductions.
That's more like it.
At this point in the evolution of the medium, the standard solution to the non-interactivity of a cinematic is a quick-time event. But as I've written before, QTE's should be integrated in a way that makes sense within the context of that specific title's established gameplay mechanics. And since the time frame we're discussing is the first few moments of game play, there's no way that the rapport between a gamer and the controls of the game he's playing has been built up yet. The only logical conclusion is that a QTE, maybe even one that's properly done, has no place at the beginning of a game. The only counter-example that seems to make sense are the scenes in Assassin's Creed II where the player is reborn as Ezio alongside Desmond, where they kick and cry as the infant does so.
The first few moments of a game are more important than developers might realize. It's a crucial period when the gamer's impressions of the game are first being formed and is the perfect chance to capture their imaginations with innovative gameplay or a short, exciting cinematic - not bore them to death with feature film-like credit sequences. I'd tell them to save the cut-scenes for the end, but that's another column for another time.
Part two of my series will focus on another aspect of introductions: opening tutorials.
As for the readers, what are some of your most/least favorite introductory sequences?













