New Frontiersman said:
I feel the topic's title is pretty self-explanatory: What features in games sounded good in theory, but failed in execution?
"We are using cutscenes to tell our story, since we're unimaginative and unable to integrate storytelling with gameplay. But do players want to sit there passively and watch a movie unfold?"
"I know, we could make them interactive!"
"How can you make a cutscene interactive? That's crazy talk!"
"We force the player to push a button in the time where we've taken all control away from them. It will ensure they're paying attention as well as give the appearance that they're still involved somehow, even though they aren't."
"That's brilliant! But what happens if they don't push it?"
"Well...we
could reload and make them watch the whole thing again, unable to skip it, until they push the button. We limit the time too so it feels like a challenge of timing."
"What a great idea!? We can tell our story, the player feels like they're driving it and we don't have to do anything complicated like use gameplay which the player might miss or do differently than how we want them to. We should use it everywhere. What will we call it?"
"How about "Interactive Story Reaction?"
"Nope. That's stupid."
"Player Reactionary Event"
"Hmmm...no. But I like event. It sounds...important."
"How about...Real-Time Event? Interactive Event? Player Skill Event?"
"No, no and no. It needs to give the completely false impression that player-skill and timing are involved without stating it outright."
"What about Quick-Time Event? The Quick will tell the players they're awesome for having uber reactions you see, that their skill in pushing a button when we tell them to is the driving force behind the narrative, since the only way we are able to deliver it is in passive, movie form"
"Yes, that's it. Fantastic. We'll have these...Quick-Time Events everywhere. Then we can just make a movie in a game engine and not have to create actual gameplay, levels, mechanics or anything remotely dynamic. Players just push a button and we give them more movie. If they don't push it, we start again until they do it our way. Well done Bob."
"Thanks Jim. Say Jim, I've been thinking...what about if we don't use cutscenes so much? I mean, less passive movie and we instead unfold the story during the game, for the player to find by themselves, creating immersion and a truly player-driven narrative?"
*Jim and Bob look at each other for a moment, and burst out laughing*