Mearls ([info]mearls) wrote,
@ 2006-10-16 12:38:00
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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.)



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[info]gospog
2006-10-16 08:03 pm UTC (link)
Huh, I've never been able to clearly define why I don't like video games. I think you've helped me quite a bit here. ;)

And if my flaming sword is THAT bad-ass, I'll wait until Cthullhu shows up, so I can kill him for the XP.
(Cthullhu is bound to kill the goblin first anyway, instant distraction)

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[info]topiltzin
2006-10-16 08:14 pm UTC (link)
Cut-scenes in video games annoy me to no end.
Baldur's Gate 2: Throne of Bhaal was a grave offender, with an unheard-of amount of railroading in an otherwise great game.

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[info]bayushiboy
2006-10-16 08:27 pm UTC (link)
I was upset that Capcom did not let me kill Otis in Dead Rising... Sure Otis prattle on as I am being used like a carved turkey on Thanksgiving Day ...

And the HDTV melting graphics that made my 8ms Sony tv seem worthless. During the custscenes the graphics just go haywire... UGH.

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[info]perich
2006-10-16 08:38 pm UTC (link)
Close second: cut scenes that deny the reality established in the "rules" of the game otherwise.

"Oh NOES! Magical Flower Girl has been stabbed! Now the planet is doomed!"

So, you can't just use an Elixir to bring her back to life?

"NO! o, bitter tragedy ..."

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[info]brand_of_amber
2006-10-17 11:00 am UTC (link)
DON'T DISS FINAL FANTASY OR I WILL KILL YOU HERETIC BITCH.

(Actually, wait, I agree....)

The funny thing about it is that some of the FF games had stories I enjoyed -- after the game was over. FFX, in particular, wasn't always that much fun to play, with the "fight monsters as you walk down the road, no you can only walk straight and can't really go back" segements. But the story had some really beautiful moments (the human bodies in the stones who became the Animas always got to me). I think I enjoy the game more looking back on it than I actually did playing it.

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[info]remial
2006-10-19 11:15 am UTC (link)
actually after she dies, they say several times, that they tried the elixer thing, and she didn't come back.

in fact they find out later that she was resisting doing just that because that way she could merge with the lifestream, and help control it to save the world.

as for boxed text, yah I disliked that too, but the cut scenes I use when I run games. usually they are in the form of precog visions, the bad guys talking over the plans. that way the players can go "oh THAT'S what that was about..." 3 or 5 sessions later.

most of the time my players are just intrested in hacking and slashing, and not so much the story. I like having plots, so the cut scenes are something I do so that _I_ have fun in the game.

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[info]dariusk
2006-10-16 09:04 pm UTC (link)
This is why I like non-avatar-based games, where designers aren't nearly as tempted to pull crap like that.

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[info]memento_mori
2006-10-16 09:37 pm UTC (link)
Paper and pencil RPG designers figured out about 20 years ago


Not all of them...

I think it'd be an interesting exercise to build an RPG that had a mechanic for cut-scenes (ie: GM does whatever the hell he wants, short of killing the players) but tons of player control in all other cases.

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[info]mytholder
2006-10-16 09:53 pm UTC (link)
Isn't that just scene framing? 'Right, you all ride off in pursuit of the bad guy. A week later, you're in the desert, being crucified by the bandits who ambushed you. What do you do?'

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[info]goodkingjay3
2006-10-16 10:33 pm UTC (link)
I'm definitely hoping for the opposite of this problem in Neverwinter Nights 2. There was a lot of great stuff about that game, but plot wasn't one of those points. I don't remember a lot of cuscene railroading, but I hope NWN2 will improve upon the more freeform roleplaying experience.

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[info]sadrx
2006-10-16 11:09 pm UTC (link)
Don't put down all pen and paper RPG cutscenes. I never write them involving the PCs, and as such, they can work beautifully when not infringing on the players. In the Halloween game I'm running this month, I begin each session with a cutscene -- the likes of which frequently interrupts the heroes' exploits in film. Somewhere else, something is happening, and I use that to set the mood. (You've got to be careful on the metagaming potential, however.)

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Um, yeah . . .
(Anonymous)
2006-10-16 11:42 pm UTC (link)
Allow me to play devil's advocate (http://www.gamecrafters.net/archives/164).

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[info]jdigital
2006-10-17 12:16 am UTC (link)
I quite agree, it's poor form in an RPG to wrest control of the protagonists. It can be done in videogames, as long as it's not too forced; a game may compensate the player with pretty pre-rendered graphics or plot development.

Imaginably it was originally done in videogames to allow characters to perform actions that weren't within the limitations of the players' controls. Consider the gun-based arcade games where you can't control anything but your shooting, leaving the cutscenes to control things like your players' movements or speech.

In the end I think it's a matter of the limitations of the medium. Half-Life 2 had no cutscenes at all, and as a result Gordon Freeman never spoke. In a hypothetical Half-Life 2 RPG, the player characters would be quite able to speak because the GM, unlike a computer, can (at least we hope) interpret human interation quite reliably.

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[info]metallian
2006-10-17 01:10 am UTC (link)
Presumably, it's just easier to make appealing graphics than it is to build an AI to adapt to unexpected player actions. For now.

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[info]metallian
2006-10-17 01:12 am UTC (link)
(Regardless, egregious violations of character or established game reality are Not Cool.)

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Agree... and disagree...
[info]count_zeroor
2006-10-17 02:03 am UTC (link)
I play a lot of video and computer games, and frankly, while I like Cut-scenes, I dislike theme when they get excessive. MGS2 & Xenosaga level cut-scenes are too much. Even if the game has a great story, I'm there to play a game, not watch a cut-scene, then walk through a door, then watch another cut-scene.

On the other hand, knowing why I'm doing something is very nice as well, and cut-scenes, when well executed, can enhance the experience. But, then again, I didn't go "Well, why didn't they use a Phoenix Down on Aerith after Sepphy stabbed her through the chest". I was, however, annoyed by the bait-and-switch with Raiden in MGS2, and stopped playing after I saw a few of the plot-twists coming a mile away, even before I actually got to the plot twist.

Anyway, on a side note, I'm playing Star Wars: Empire At War right now, and I'm seriously missing the kind of dramatic cut-scenes that were in the Command & Conquer, Starcraft, and Warcraft games. In engine cut-scenes are nice, but occasionally a FMV cut-scene is better. If I'm playing as the Empire, and the next plot development is set up by an exchange between Vader and the Emperor, followed by Vader giving me my orders, I'd like to see Vader in his communication chamber on a Star Destroyer, on one knee recieving his communication to proceed to Geonosis and supervise the construction of the Death Star (or whatever), followed my character entering the room after the communication being terminated, and Vader rising, and then going back to the galaxy map, and my reciving my orders.

But, as I said, I kind of like cut-scenes.

(Oh, have you played Halo, and if so, what did you think of the in-engine cut scenes there?)

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Re: Agree... and disagree...
[info]jdigital
2006-10-17 08:38 am UTC (link)
But, then again, I didn't go "Well, why didn't they use a Phoenix Down on Aerith after Sepphy stabbed her through the chest".

Actually, the reason for that might be that when Aerith gets stabbed she's DEAD-dead, while a character merely killed in combat is merely "wounded". Alternatively, it's simply a deliberate move on their part, killing off the character to shock you because up until now nobody's been DEAD-dead and you're not expecting it.

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[info]boymonster
2006-10-17 06:13 am UTC (link)
In Final Fantasy games, I actually look forward to the FMV scenes. They're like a pretty CGI reward for fighting my way through a section of the game without dying stupidly.

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[info]wik666
2006-10-17 06:26 am UTC (link)
I'll disagree, here.

In an RPG, we *ARE* the characters, pretty much. Everything they do, we have an impact on. In Computer Games, it's often like we're taking on a limited role of the character in a movie.

I hate it when boxed text doesn't let my spellthief try to get steal the goblin's spell ("now *I'm* summoning Cthulu! Die, gobbo! ha ha ha!"). But, when I'm playing Resident Evil 4, I love the cut scenes. It makes me realize that Leon's about to do about seven different kinds of ass-kicking.

Cut Scenes in a video game, if done right, make the player feel like he's in a movie - they make me feel like the hero, in a way that is very difficult to do in game. In Resident Evil 4 (in my mind, the best horror game ever made), there are so many great cut scenes (and in-game scenes) where you feel like a character in a movie... I don't ever feel like I'm railroaded into the game, even though I know that the game is so linear it's ridiculous.

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[info]jdigital
2006-10-17 09:02 am UTC (link)
Indeed - in a lot of games, the action is the primary gameplay experience, rather than "playing a character realistically"; the plot and character are only there to give story and meaning to the action. Pen and paper RPGs do have action, but it's tactical rather than real-time, so it's a different experience.

In that sense, character cutscenes are fanservice to enhance the action, at least when used well. They can smooth over the boring bits, portray something your character can't reasonably affect. However, cutscenes are by definition cinematic sequences; these are game interludes which owe a lot more to movies than roleplaying games.

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[info]jedisoth
2006-10-17 12:16 pm UTC (link)
NWN: Shadows of Undrentide was had a really bad example of a cutscene destroying the "rules" as they had been established. When you finally encounter the medusa in the cutscene she is able to petrify you. Umm...sorry, my character had a magic item that rendered me immune to that effect. Yet I was petrified all the same.

I also hate how every sequel to a computer game that lets you import existing characters always feels the need to wipe out your character's inventory and start you with nothing (*cough*Hoards of the Underdark*cough*). I spent the whole previous game building up my Stuff, I should at least get to use it. By the same token, I think it's bull that every computer RPG I've played starts your character off as a near pauper unable to afford anything but a short sword and leather armor at best, ESPECIALLY the D&D-based games. Come on, in the pen-and-paper RPG, I at least get 200 GP to spend.

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[info]jdigital
2006-10-17 06:49 pm UTC (link)
Well, the dilemma in videogames is always about balance. The game must be neither too easy nor too hard. If they strike the right balance, then having too much of your old equipment can make the game far too easy.

While a lot of games handle this by making your old stuff become partially obsolete, you can't really do that in D&D because it would conflict with the general way of the game.

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[info]tirianmal
2006-10-17 02:05 pm UTC (link)
I agree that pulling lame crap in boxed text/cut scenes is a bad thing.

I disagree that all cutscenes are bad.

I think that there are things that players will want to play out and there are things that players won't. In dungeons its probably a bad thing to do a lot of complex interaction in cutscene format. That's because from room to room, corridor to corridor, the players want the chance to avoid all the traps, find all the secret doors and treasure, and beat all the monsters. But elsewhere, do you really want to go through all of the tidbits of negotation for mounts, or the random driving between locations, or even the unimportant details of investigations that won't affect the game?

It can be used for railroading into harsh situations, sure, and sometimes that's even bad. But conflict is at the heart of all games and sometimes you just have to railroad the PCs into the ambush for them to do stuff later on.

Or, just spring mooks on them with guns blazing when things are getting slow.*

* ten points to anyone who can tell me which RPG(s) mention this in their "rules" ;)

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[info]_sotheysay
2006-10-18 03:06 am UTC (link)
Is it Feng Shui?

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[info]the_never
2006-10-17 02:27 pm UTC (link)
RE: Cut Scenes:

You should have a look at Guild Wars if you haven't already seen it. The cut scenes are fairly typical of cut scenes you describe, but the execution of the overall game and where they are used was interesting. (also of note- you can cancel any cut scene in Guild Wars by hitting the space bar).

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[info]mforbeck
2006-10-17 04:52 pm UTC (link)
Some great FPS games have been made without cutscenes of any kid. Half-Life is famous for this. Prey, from my old employer, Human Head Studios, goes without them too. They have story bits in the games, but they're rendered in the game while you still have control over your character. It's much more challenging to pull off but also more immersive. Instead of pulling you out of the game for an exposition break, they require you to pay attention, look around, and get engaged.

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[info]ms_monkey
2006-10-17 05:51 pm UTC (link)
This is where you and I really agree. In addition to enjoying the social aspects of table top or paper & pencil RPG's, I love that I and my group and the rolls of the dice are in control of my character's actions. The DM sets the stage, but we write the play.

As cool as some cut scenes look, the often appear unrealistic, as you mention, because players would do stuff that the movie isn't letting them do.

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[info]jhelton2
2006-10-21 06:12 pm UTC (link)
Preach it Brother.

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You got to love cutscences
(Anonymous)
2007-03-19 07:25 am UTC (link)
The video games I play I play because of the cut scenes. Well not entirely but is a big reason among many. Games like Final Fantasy X, FFXII and the Metal Gear games. I play for the story, and I prioritize a solid story before interactivity.

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