[QUOTE="juno84"]If you accept gaming as a medium for storytelling then you should have no problem with cutscenes as long as it is quality, has a good production value, and is relevant to the story at hand.
The reason gaming is so often not accepted as an art form is because art strives to illicit complex responses from people. If the only thing a game illicits from you is "I shot the F*** out of that guy" then it really is not art.
sonicmj1
I have no problem with cutscenes in general. Cutscenes can be used to good effect in communicating a story in ways that are difficult or impossible to do in-game, and can also serve as a pacing mechanism and a reward mechanism for gameplay.
But beyond a certain point, cutscenes cease to become something to supplement gameplay, and become a dominating force in the game, trying to pull it in a film kind of direction. When that happens, something is wrong.
The Metal Gear Solid games have continually skirted on the edge of that boundary, and have occasionally crossed it. Non-interactive cutscenes going any further than the already-extreme examples in MGS2 and MGS3 would be damaging to the pacing of the game, and to the cohesion of the gameplay experience as a whole.
Games can evoke complex responses from people without having to resort to cutscenes, or without having to rely on them exclusively to tell their tale. If you need to stick a full-length movie in your game to evoke a complex response, your message would probably be better served by an actual film than by the medium of videogames.
[QUOTE="juno84"]If you accept gaming as a medium for storytelling then you should have no problem with cutscenes as long as it is quality, has a good production value, and is relevant to the story at hand.
The reason gaming is so often not accepted as an art form is because art strives to illicit complex responses from people. If the only thing a game illicits from you is "I shot the F*** out of that guy" then it really is not art.
sonicmj1
I have no problem with cutscenes in general. Cutscenes can be used to good effect in communicating a story in ways that are difficult or impossible to do in-game, and can also serve as a pacing mechanism and a reward mechanism for gameplay.
But beyond a certain point, cutscenes cease to become something to supplement gameplay, and become a dominating force in the game, trying to pull it in a film kind of direction. When that happens, something is wrong.
The Metal Gear Solid games have continually skirted on the edge of that boundary, and have occasionally crossed it. Non-interactive cutscenes going any further than the already-extreme examples in MGS2 and MGS3 would be damaging to the pacing of the game, and to the cohesion of the gameplay experience as a whole.
Games can evoke complex responses from people without having to resort to cutscenes, or without having to rely on them exclusively to tell their tale. If you need to stick a full-length movie in your game to evoke a complex response, your message would probably be better served by an actual film than by the medium of videogames.
I entirely agree with the first part of your statement. You absolutely do not have to resort to cutscenes to a tell a story in a game. I don't agree with the second part. If you have a good, entertaining and relevant movie in a game and great gameplay, I could really care less which proportions the experience is divided up into as long as the overall experience is enjoyable.
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