Sorry for the length, as well as the fact that it hid the fact that I do believe in FPSs that can tell a great story through their gameplay conversations and events often without taking control away from the player (Republic Commando, Bioshock, The Darkness were all examples here).Geekosaurus said:Too long; didn't read. Ok, so I skimmed it.
It seems to me that you associate between two different types of games. Story games and shooting games. I fully believe that a shooting game can have a decent story; clichéd and predictable maybe, but decent nonetheless. And it doesn't need to use disruptive, moment-killing, un-interactive cut scenes to do that.
I'm aware that sometimes time has to be taken out to explain what's going on and expand the plot, but I'd much rather do that in a COD-style 'I can sit here and more my head around but I can't move' in-game scripted event, rather than taking me completely out of the game to show me a short clip of rendered footage that I'll no doubt just skip.
I fully understand why we need cutscenes, and what they can bring to a game in terms of story development, I just think that with the technology now available we can be so much more creative when it comes to story telling.
There was my problem with COD.
The old ones didn't really have to big a story where I felt I hadn't heard it before, and the new ones didn't have much to do but lead me around until it felt it was time to have me frantically trying to take control away from my character who had turned into a silent camera for the other characters to have a noncutscene talk that could have been a cutscene for all the good it did (note: the first MW did allow you to move around during a few of these, which I respect to a degree). However, it didn't tell an interesting story, it didn't tell one during it's gameplay (as all the dialogue was "go here, do that" when you boiled it down, none of which resulted in much after the first bits where there would be stuff like the radio station being empty or such), and most of the times it entered its little scene made me want to skip because it never really did much other than trap me as a camera again.
There was no subtle backstory being told along the way, be it through audiologs, a notable object hidden in he debris that shed light on what happened (take Fallout 3 for example here. Even if the recognizable landmarks tell you nothing, they seem to try to be telling a story, while the white house in MW2 was just a place you went through on an object, with too much action preventing you from think about it too much, and no real feeling of mystery because it wasn't a ruin of an old conflict but rather the remains of the current one), or writing on the wall by those who came before. It barely seemed to use dead bodies right at points.
All it did for it's plot was give me dialogue while I wait for the level to load, give me the role as camera for the cutscenes, and send me through levels by the nose rather than give me a reason for doing so other than military obligations.
As I've said, there is a way to make this sort of thing work, but COD is far from a good example of being a way to tell the story without cutscenes, as it just uses crappy ones via loading screens when it needs to and just drops them all together and leads you around when it doesn't. Partly this is due to the fact that the game treats you as a grunt, one of many soldiers, where your actions don't really have a whole lot of bearing on the true plot (ie. the war).
Like I said, a good example would be Republic Commando here. You're given information as to why you're doing what you are, your actions, while not noticable to the tide of the war, are made out to be more important than just reaching the next checkpoint, and the story is told through interactions with your squad rather than watching them or listening to them while you wait.