http://www.nizkor.org/features/fallacies/false-dilemma.htmlbagodix said:Some people want to appear like they're all hardcore and olschool by demanding that games should forgo all cinematic elements, especially cutscenes, because apparently we should revert back to the eighties and just play games like Space Invaders.
It is indeed not that choice, because Half-Life also has non-interactive cinematics that the player has no meaningful role in; witness the infamous extended train journey that kicks off HL1 where the player has the option of looking at the precisely one thing that is happening in the area at any given time or [gasp!] not looking at it! Not only is it not an improvement, the only difference is a flimsy veneer of false interaction and the fact that you're not allowed to skip it. Um, thanks.bagodix said:It's not a choice between Half-Life and Metal Gear Solid. Cutscenes (with or without player dialogue choices and other interactive elements) can be effectively used if, again, the developers know what they're doing.
Maybe, but saying that they want a return to simpler times or that they just want Space Invaders back is a gross misrepresentation of their opinions. In many ways the games industry goal to have games that differentiate themselves by story and presentation with identical gameplay makes here and now the "simpler times." It is much more simple not to have to learn how to play new games and work out what abstract symbolism of game mechanics and simple graphics mean to you. It's a steeper and more rewarding challenge to play a game designed to run with an arcade stick and 60 fps gameplay than an analogue nub and 30 fps cinematic gameplay.bagodix said:No, there really are people who want games to revert back to simpler times.
Give me evidence then. It misrepresents me and other people who are bored of Space Invaders but still want advancements on it and other games but not in the ways that you think are "progressive." Even if you can find one idiot who thinks that everything after Space Invaders was wrong then I still disprove your position by existing.bagodix said:No, it isn't.More Fun To Compute said:Maybe, but saying that they want a return to simpler times or that they just want Space Invaders back is a gross misrepresentation of their opinions.
Story and presentation can compliment gameplay but the way they are often used and advocated to be used is as a substitute. Are you happy with the puzzles and text parser in text adventures or do you think they are also a step backwards and as bad as Space Invaders?They are not mutually exclusive, and I fail to see how having a story is a technological advancement. Text adventures are about the most technologically primitive games you can find.Story and presentation is a substitute or alternative to things like game design and challenge, not a natural progression or technological advancement as your argument would suggest.
I don't mind some cutscenes but a good game has the player being good and knowing what they are doing. An interactive cutscenes made by a director who knows what they are doing is still weak in interaction and not a good game no matter how you dress it up.For the third time: they work if the developers know what they're doing. Badly implemented cutscenes do not prove that cutscenes do not work.An "interactive" cutscene where you have limited agency while a scripted scene plays out is a very weak and frustrating form of interaction.
Look, you are the one who started with this losing cinematics is like rolling back to the eighties thing so drop the ingénue act. By the way, there were Eighties games with cinematics and Space Invaders is from the Seventies.bagodix said:I am referring to specific people. People who are not on Escapist. And what "progressive advancements" are you talking about?
Dialog trees are interaction but I'm not the one arguing that every moment in a game should be interactive. I see that as part of the the interactive cut-scene/immersion first person game fallacy.Not everything has to be ZOMG INTERACTION!!11 all the time, especially if it's something like an adventure game. Half the fun in Grim Fandango is just talking to various characters.
Ok now your just being juvenile.bagodix said:It's a train ride to work. What kind of interaction are you expecting? And hey, thanks for missing the point, and for introducing yet another false dilemma.Evil Tim said:It is indeed not that choice, because Half-Life also has non-interactive cinematics that the player has no meaningful role in; witness the infamous extended train journey that kicks off HL1 where the player has the option of looking at the precisely one thing that is happening in the area at any given time or [gasp!] not looking at it! Not only is it not an improvement, the only difference is a flimsy veneer of false interaction and the fact that you're not allowed to skip it. Um, thanks.
Translation: let's go back to Space Invaders because fuck this storytelling shit.The ideal is a story written in such a way that the player is constantly immersed in it, not made to step outside and look in because it's the only way to tell it; that means no cutscenes and no cinematics where you're locked in a room and exposition is levered awkwardly into your ear while you scurry around looking for a way out. Both are like being made to read script pages during a movie because the writers have done something that can't work visually [with the classic example being a plot twist where a character looks in a mirror and realises he's actually a tomato]
Show me these straw men, oh no, that is right, conveniently none of them use the Internet. You could probably bully someone into saying that what they want is simple and outdated or returning to "simpler times" as you say but what some people really want is more complicated. Like what they want is an RPG with a deep combat system where they can just start killing things and exploring or a shoot 'em up game with lots of interesting game mechanics where you don't have to hear about the space pilot's life story before you start blasting things.bagodix said:How is this so enormously difficult to grasp: there are really people who think that games should forgo narrative elements, especially of the cinematic type, and just go back to simpler times.
How relevant do you want something that starts with "by the way" to be? It is a sign that your grasp of the history of video games and understanding of what sort of games people want to play isn't as solid as you make out to be.I'm sure this is somehow really relevant.By the way, there were Eighties games with cinematics and Space Invaders is from the Seventies.