I too think cinematic holds meaning, just not 24/30 FPS nonsense. Uncharted is cinematic, Last of Us is cinematic, Mass Effect is mostly cinematic. I could even see someone making it a genre itself. To me it has to do with merging cutscenes with gameplay. Those moments when the protagonist is standing there and you are watching and realize, "oh shit, I can move" or those moments where you aren't sure if a cutscene has taken control or you are still controlling so you continue pushing buttons just in case. (And the protagonist jumps when you want them to, etc.) I have caught myself in these positions enough times in games to acknowledge it. Cutscenes used to always be severed from the gameplay and now many games like to make them transition so smoothly you can't even tell. Games have the camera start panning around no longer fixed on your character as if it were a cutscene, yet if you jump, your avatar still jumps.
There are many ways you could approach cinematic gameplay too, not just smoothly transitioned cutscenes, like interactive cutscenes (I have many ideas I would like to see in the future for this), a game with multiple paths due to no fail states, etc. However, chasing "Hollywood" isn't the way to do it. Lighting has little to do with it, camera angles has little to do with it, and framerate has NOTHING to do with it.
The way I see it, a cinematic game simply has good story presentation that MERGES WELL with the gameplay. (Underlined merely to stress the actual point.) SO you really need 3 things.
1. Good gameplay (Responsive and Intuitive controls) that never feels yanked away from you.
2. Good story presentation (Good Pacing, proper camera angles, quality sound/dialogue, good animation, etc.)
3. 1 and 2 must blend well. The goal being that the game uses cutscenes only to highlight player action.
A good example is the finishing moves from Skyrim. Those are a good example of what I consider cinematic for games, but Skyrim itself isn't cinematic.
There are many ways you could approach cinematic gameplay too, not just smoothly transitioned cutscenes, like interactive cutscenes (I have many ideas I would like to see in the future for this), a game with multiple paths due to no fail states, etc. However, chasing "Hollywood" isn't the way to do it. Lighting has little to do with it, camera angles has little to do with it, and framerate has NOTHING to do with it.
The way I see it, a cinematic game simply has good story presentation that MERGES WELL with the gameplay. (Underlined merely to stress the actual point.) SO you really need 3 things.
1. Good gameplay (Responsive and Intuitive controls) that never feels yanked away from you.
2. Good story presentation (Good Pacing, proper camera angles, quality sound/dialogue, good animation, etc.)
3. 1 and 2 must blend well. The goal being that the game uses cutscenes only to highlight player action.
A good example is the finishing moves from Skyrim. Those are a good example of what I consider cinematic for games, but Skyrim itself isn't cinematic.