Alright folks this one will be big so brace for impact. I'll seperate it a little by person though.
I have to disagree. While they do at times interrupt game-play, they have just as much a positive effect on games as they do a negative effect. While they do have their annoying times (Borderlands: Knoxx Battle being an example) they also allow the player to see what their choices have become overall.
Why can you not show this choice through gameplay? Why would you need a cutscene to tell you if your choice was good or bad? Not to mention "choice" in games goes a lot deeper than just choosing between dialogue options. Even a game like Pacman or Tetris offers you choice - the ability to play the game a certain way
To name another example of choice: Pokemon. Why do you think it was successful? Sure it being very accesable to kids certainly helped but I'll never believe that's the whole story. I mean look at it: the amount of choice you have in Pokemon is INSANE. It's literally a JRPG with hundreds of possible party members.
Just the way to approach a situation in different ways is an example of choice. If you manage to make most options for the problem viable, then you have some good design on your hands.
The *problem* is that most modern games have is that they limit the amount of choice and player freedom, focusing instead of a "movie like experience" using scripted events and cutscenes. But that's not where I'd want gaming to go.
We need more Minecrafts,Marios and Baldur's Gates (feel free to replace with Mass Effect :3) instead of *generic movie like action game*
It's a bit of an exaggeration but
this. Seriously. (random side note: that's a level from Doom if I'm not mistaken)
allowing for a more in depth idea of how the game was made to be seen.
He's the part I disagree. Why should I care how "the game is meant to be seen"? This isn't a movie. I'm the one that plays the game, which means -I- should be the one in control. The developers *great vision* shouldn't matter. You can make something scary and intimidating without cutscenes.
I am aware creativity relies on other points to compliment itself, but if it has no creativity, who will buy it?
You misunderstood. My point wasn't creativity enhances anything. My point was that creativity is WORTHLESS. Who buys a game that is the most creative concept ever, if the gameplay is crap?
Now to list some examples of super successful non-creative games:
New Super Mario Bros (the DS one) sold 25 million copies. Mario Galaxy 2(which is arguable the more *creative* of the two) sold 6 million copies.
Also Modern Warfare 2. 'nough said really.
I could go on, but the point really makes itself when you look at the truly successful games that have come out over the years.
Creativity is just a marketing ploy. In the end, it's about having fun and not having played "something unique and creative".
Would you buy a game that's simple, and an exact remake of Tetris?
I know you didn't mean it like that, but that statement kind of implies Tetris is complicated. xD
It DOES imply that you are either original or a complete ripoff, which I disagree with. What makes Tetris work is that it's really self-explanatory to everyone. If you made a puzzle game with this as your main design choice, you can be sure I'd check it out.
Here's another fun fact: Tetris
actually has an official Nintendo sequel.If you watch that video, you'll notice how they made the super simple Tetris concept more complex (dare I say *original*?) and in turn have created a game nobody remembers.
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But cutscenes aren't always bad. An example of an excellent cutscene in my opinion is the one where the terrorist kill the president in the first modern warfare game. It's technically a cutscene because you don't do anything, you just look around, but you can still move the first person visual of the president just like how you would do in the game. In this way it still takes time to explain the story better and to define the personality of your enemies better, but it doesn't stop the flow of the game as much as a normal cutscene.
Valve also does this sorts of cutscenes very well, but at the same time, these "cutscenes" are easily skippable (I'm talking about Portal 2 mainly) by just moving forward with the game. That's awesome design, because you can choose to follow these scenes, or just ignore them and move on.
The game isn't entirely consistant with this though, as there are some section where it confines you to a room or area with nothing to do except watching (how awesome would it have been if the game gave you hard to notice ways to escape those and continue on, essentially being able to "skip" those scenes too? You could have more dialogue as a reward for finding those).
But still, I can tolerate those much more since you CAN STILL MOVE, which makes for a much bigger sense of immersion, than just watching a movie scene.
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A good example is Crysis 2 although I have to say that doing the things you ask, whilst of course amazing is pretty hard to do in a game like Mass Effect. Cinematic style orientation isn't always the best thing - don't get me wrong, but I feel they executed it very well in Mass Effect II and due to the choices involved it did seem like a very impacting experience.
The one thing Mass Effect has going for it over all the other Trilogies and sequels is carrying over your saves, which literally makes the amount of choice explode.
Imagine if you didn't have this feature: they would have had to determine a single combination of choices that are "correct" (i.e if Bioware decided that character x or y had to die for the "correct story"
, thereby making any previous set of choices you had pointless.
By using the feature they can have the player tell their OWN story. This goes back to my earlier point on how the players personality crafts the story. If the game manages to make YOU (i.e the player) feel awesome for your actions, instead of making the main character seem awesome, then it wins.
Cutscenes in moderation are certainly good as it provides uniqueness and a little bit of a "step-back" from all the hectic fighting going on (usually ).
But the question is, if the hectic fighting is fun, do you WANT to take a step back? ;D
Besides, I think this could easily be accomplished if you just had a "safe-zone" basically. A small room where you would be safe from danger. Again, look at a game like Doom. You have small time frames to calm down (mostly in-between levels and secret room with no enemies and goodies
) but no cutscenes.
Drama done correctly can be good for immersion.
But the question is if Drama in a game automatically leads to fun, which is undoubtly the most important thing a game should give you.
Can I say Fable I was also a great example of this as well? Call me sad but I looked at Fable I at young age and I began looking at how my actions were affecting people, that game helped me more than all my hours at school, really.
The original Black and White comes to mind. :3
Teaching and educating your creature in different ways is another way of using "choice" and indirectly influences the game world.
One quick thing - if you were suddenly unable to make a choice, would that not make good impact? One of the biggest emotional strikes a human can take is the inability to do something or have no control, a key "dramatic" moment in the game that you cannot control would be exceptional if you ask me. Not saying it's unavoidable or something, but once a previous choice was made it indirectly forced you into it -- that I like.
If said event is part of a choice and is exclusive to a certain branch or a set of choices, then yes that is very much awesome xP
Reminds me of yet another game example: Ultima 5 (which I never played myself, but I inted to at some point)
If you get captured by the main villian (which only happens when you fail one of those standard "sneak-into-castle-mission-with-guards" deals, he offers you two choices:
Either you give him what he wants (which is some magic key word or something) or he threatens to kill one of your companions. So of course you refuse until the obligatory rescue right? ;D
Not in this game. If you don't give him comply with his demands, he kills them one-by-one.....permanently. How's THAT for choice?
I think I should have elaborated. I think the games with the most longevity would be the ones with player created content and such. Being able to theorycraft characters, create maps for fun or for competition (which even professional gamers in SCII use, for instance), to test things and etc, playing other peoples maps - the limits are pretty endless! It is not a guaranteed buff to the longevity however the Forge in Halo does go quite a way to show this, the editor in Age of Mythology will show this, hell, a sub-genre (DotA) was made using an Editor in Warcraft III!
Of course. ;D
An active community very much helps with keeping your game alive. However I'd argue that you can create a game that has a lot of longevity even without a modding community (the obvious example being all them Nintendo games ;D). The influence of mods is undeniable though.
But would it not be much more smart to just make games on your own, instead of making free mods, seeing that you obviously have the knowledge to program things? Just a food for thought.
Also. One more thing - Cutscenes - that means anything with unique actions you can't do in the actual gameplay, correct? Would the talking in Mass Effect II count because I find the talking the listening, the focus and the information a nice part of the game and it is much more... "Indepth", it's not "We've found the safehouse of Imal-Kazhk, you need to go in there and take him out!" it's more of actually finding that information first which does develop the story better as you get to see more of it.
Actually I don't consider the talking as cutscenes. That's just the modern version of the standard RPG dialogue (atleast where Western RPGs are concerned).
A cutscene would be something that plays out without input of the player, like a prerendered movie scene. The talking atleast let's you decide in which direction you take the discussion.
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Whew, finally we can have some nice discussions in this topic ;D
Keep 'em coming guys.