I think that if a game is going to have cutscenes, they should have to follow some rules for how the cutscenes work. Nothing to do with art though, these are for player friendliness.
One, they should have a pause button, especially if the cutscenes are quite long. Metal Gear Solid 4? Doing it right. Sadly, the Metal Gear Solid HD Collection? Doing it
wrong (a real shame; they already messed with the game's code to add achievements and play with graphical things. would have been so hard to throw in a pause button too? they don't even pause if you hit the guide/xmb button). Metal Gear Solid is known for its long cutscenes, we all know this. But sometimes life throws you a curveball and you can't just sit and keep watching until it ends. Sometimes you suddenly have to go take a shit. Sometimes the phone rings. Sometimes someone starts talking to you. Sometimes someone comes to the door. You never know when you'll have to quickly get up from the game, and not letting you pause cutscenes sucks because then you have to go and find it on YouTube. Plus, it leaves you exposed as the game resumes after a cutscene and you aren't there to hit pause on the gameplay right away.
Two, they should always be skippable. Sometimes we don't want to see the cutscenes again. If I die on a hard boss fight, I don't want to be forced to watch the minute long pre-fight cutscene over and over and over again. If I'm playing the game multiple times in a row within a short period (one example would be playing the game and enjoying the story on a normal difficulty, and then playing again on the hardest difficulty right after for more challenge), I might not want to watch all the cutscenes again so soon. Or maybe one particular cutscene is uninteresting and I don't feel like watching it. Or it could be a game like Mass Effect 3 where I'm replaying it to see the outcomes of alternate choices, but have no desire to watch the cutscenes that stay exactly the same for the 3rd time.
And a sub-section to this rule: don't make the cutscene skip button something easy to trigger by accident, such as L2 and R2 on PS3. Just setting the controller down can activate them, and if they skip a cutscene, oops. Combine it with the pause feature: press start to pause and then have options for "resume" and "skip".
Three, if you're going to mask loading times with cutscenes, too bad. Rules one and two still apply to you. The only difference is that we obviously can't skip until the loading finishes.
Killzone 3 is the perfect example of doing it right. Press start to pause any cutscene you want. However, the cutsccnes are also used to hide the game loading. If you press start before the loading finishes, it says "loading" in the corner and you can only resume the cutscene. But once the loading finishes, you get an option to skip the rest of the cutscene and go to the next bit of gameplay. Massive kudos to Guerrilla Games for doing it perfectly. Take note, other developers. Feel free to use as many or as few cutscenes as you want, just make sure we have the options to pause and skip so we can either not miss anything or skip things we don't want to see again as needed.
lord.jeff said:
I found Half-Life 2's way of telling story was just as bad as cutscenes, stand here for a minute while I talk, it worked just the same as a cutscene but without the camera control and other dynamic elements of a video it just felt like it dragged on, most of the time I ended up throwing randow thing around the room and missed what was getting said.
See, this was my thought as well. Every time there's video of one of Half-Life's "lack of cutscenes", it's just the player standing there watching some guy talk. Or the player is just wandering around trying to entertain themselves until the other characters shut up and gameplay resumes. They are, in essence, cutscenes. They serve the same purpose as most cutscenes, which is "you can't do anything until we get done telling you stome story bits". They're just cutscenes without taking away player control and fancy camera angles.
Tipsy Giant said:
I have no problem with cutscenes, I have a problem with really long cutscenes that half way through demand QTEs then when failed replays the entire cutscene, that's just BULLSHIT
Oh yeah, good one. I wasn't thinking of QTE's at the time, but this surely belongs on the list of what not to do within a cutscene if you're going to have both cutscenes and QTE's.