| Mearls ( @ 2006-10-16 12:38:00 |
The Tyranny of the Cutscene
Man, do I hate cutscenes in computer games. Paper and pencil RPG designers figured out about 20 years ago that pulling lame crap in a module's boxed text was a sign of:
1. Awful design
2. Railroading
3. Innane plotting
Bad boxed text:
As you open the door, you see beyond a magical goblin. The goblin laughs at you as he begins the ritual needed to summon Cthulhu. You gasp in horror as the ritual commences. Your entire group huddles together as the goblin does his thing. Finally, after 10 minutes, Cthulhu appears.
Anyone involved in the professional creation of RPGs can see that the above example is horrendous. It wouldn't make it past any semi-clueful editor's desk. RPG players hate being told what their characters are supposed to do. Any reasonable person, especially a fantasy adventurer wearing magical platemail, carrying a badass flaming sword, and backed by an arsenal of a dozen or so spells, knows exactly what to do in the situation above. DECAPITATE THE LITTLE BUGGER BEFORE HE FINISHES HIS CEREMONY!
Yet, in videogames the "boxed text", the beloved cut scene, is pushed as the coolest part of the game. There's a tendency among many videogame "designers" to undercut the entire point of games as an interactive medium. They want to tell you a story. Think of all the times where the important stuff in a videogame happens in a cutscene, while the player is forced to deal with all the dull grunt work. If you made a movie out of a videogame, almost all the stuff the player has to do would end up on the cutting room floor.
Paper and pencil RPGs are almost the exact opposite. The moments with the most interaction, where the players have the greatest say in how the plot moves along, are also the most important parts of the story.
(This is touched off by Dead Rising. My initial opinion of it remains unchanged. It'd be a great game without the story or cut scenes.)
Man, do I hate cutscenes in computer games. Paper and pencil RPG designers figured out about 20 years ago that pulling lame crap in a module's boxed text was a sign of:
1. Awful design
2. Railroading
3. Innane plotting
Bad boxed text:
As you open the door, you see beyond a magical goblin. The goblin laughs at you as he begins the ritual needed to summon Cthulhu. You gasp in horror as the ritual commences. Your entire group huddles together as the goblin does his thing. Finally, after 10 minutes, Cthulhu appears.
Anyone involved in the professional creation of RPGs can see that the above example is horrendous. It wouldn't make it past any semi-clueful editor's desk. RPG players hate being told what their characters are supposed to do. Any reasonable person, especially a fantasy adventurer wearing magical platemail, carrying a badass flaming sword, and backed by an arsenal of a dozen or so spells, knows exactly what to do in the situation above. DECAPITATE THE LITTLE BUGGER BEFORE HE FINISHES HIS CEREMONY!
Yet, in videogames the "boxed text", the beloved cut scene, is pushed as the coolest part of the game. There's a tendency among many videogame "designers" to undercut the entire point of games as an interactive medium. They want to tell you a story. Think of all the times where the important stuff in a videogame happens in a cutscene, while the player is forced to deal with all the dull grunt work. If you made a movie out of a videogame, almost all the stuff the player has to do would end up on the cutting room floor.
Paper and pencil RPGs are almost the exact opposite. The moments with the most interaction, where the players have the greatest say in how the plot moves along, are also the most important parts of the story.
(This is touched off by Dead Rising. My initial opinion of it remains unchanged. It'd be a great game without the story or cut scenes.)