Posted December 07, 2016
What are your views on cutscene use and walking sections on games? And on the integration of gameplay with the story.
I used to hate them. The laziest way to tell a story in a game, and very well it may be. Gameplay and story are like oil and water, and games as an interactive medium should strive to merge both.
I still think that to some extent. When I think of good stories in games often it's things like Planescape: Torment and Papers, Please; games where there are no cutscenes and there isn't really a divide between story and gameplay, you are always interacting with the story in one way or another. They are shining examples of the medium.
Cutscenes lead to terrible gameplay don't they? Games where they have an idea for the story, and seems like only late into development someone asks: "But what will the gameplay be?", to be answered with "I don't know. Just put some chest high walls in it and make it a third-person shooter. Maybe add some cookie-cutter stealth or platforming in case they get bored. Now let me get back to this cutscene I'm making."
But then a new plague spread: the dreaded Forced Walking Sections! You see, the devs only know of one way to tell the story, by having the characters talk to each other and tell you about it, or maybe by giving you a tour of the location. You can't be trusted to pay attention to what's being said, or to the right things in the environment, so they take control away from you. Once upon a time that was with cutscenes, but their use has become gauche. It is a rule! The player must always be in control of his avatar!
In theory that's great, but the devs haven't learned new ways to tell stories, so they created cutscenes where you are forced to push forward in order to keep watching it. That's what Forced Walking Sections are, cutscenes by a different name, that you can't skip, and I hate them with a passion.
Believe it or not, I've come to appreciate cutscenes now. You can make gameplay focused games and put the story in the cutscenes. That way if you are ever to replay the game to enjoy the gameplay again you can always skip the cutscenes. With walking sections, you must always drudge through them. Despite the noble intentions in integrating story and gameplay, I think we might have ended up worse than how we started.
I used to hate them. The laziest way to tell a story in a game, and very well it may be. Gameplay and story are like oil and water, and games as an interactive medium should strive to merge both.
I still think that to some extent. When I think of good stories in games often it's things like Planescape: Torment and Papers, Please; games where there are no cutscenes and there isn't really a divide between story and gameplay, you are always interacting with the story in one way or another. They are shining examples of the medium.
Cutscenes lead to terrible gameplay don't they? Games where they have an idea for the story, and seems like only late into development someone asks: "But what will the gameplay be?", to be answered with "I don't know. Just put some chest high walls in it and make it a third-person shooter. Maybe add some cookie-cutter stealth or platforming in case they get bored. Now let me get back to this cutscene I'm making."
But then a new plague spread: the dreaded Forced Walking Sections! You see, the devs only know of one way to tell the story, by having the characters talk to each other and tell you about it, or maybe by giving you a tour of the location. You can't be trusted to pay attention to what's being said, or to the right things in the environment, so they take control away from you. Once upon a time that was with cutscenes, but their use has become gauche. It is a rule! The player must always be in control of his avatar!
In theory that's great, but the devs haven't learned new ways to tell stories, so they created cutscenes where you are forced to push forward in order to keep watching it. That's what Forced Walking Sections are, cutscenes by a different name, that you can't skip, and I hate them with a passion.
Believe it or not, I've come to appreciate cutscenes now. You can make gameplay focused games and put the story in the cutscenes. That way if you are ever to replay the game to enjoy the gameplay again you can always skip the cutscenes. With walking sections, you must always drudge through them. Despite the noble intentions in integrating story and gameplay, I think we might have ended up worse than how we started.