When did cut-scenes become a pain in the butt?

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irrelevant83

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I'm reviewing Final Fantasy 13 as an example. Why review a game that's a year old? Cause I can buy if for $12 off ebay. That's why?

Many people wrongfully claimed this was too linear for an RPG. The game doesn't open up till you've played for 25 hours. First off, Final Fantasy has always been linear. Sometimes it's open, like in FF6, but that's usually after spending 20 hours in the linear part. Secondly, you only spend about 5-10 hours traveling in a straight line, the other 15-20 hours is spent watching cut-scenes. (I give a five hour rough estimate cause I'm not sure how much time I spent actually playing the game part of this game.)

Once you get to chapter 11, the game kicks ass. The cut-scenes are freaking gruelling, however. Remember when cut-scenes used to be a reward? Well, get ready for them to be annoying. Imagine just finishing an 8 minute cut-scene. You're in control of your character again. You walk forward for 15 seconds. You trigger another 8 minute cut-scene. During this interval, you did not fight a single battle. You didn't purchase anything from the item shop. You simply pressed up on your left hand joystick for 15 freaking seconds and you have to stop "playing" again.

You can skip the cut-scenes, but you can't possibly tell which cut-scenes are consequential to the story and which ones are filler until you watch them?

Anyway, my point was this. When did cut-scenes stop being a reward and start being a nuisance?
 

King of the Sandbox

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irrelevant83 said:
I'm reviewing Final Fantasy 13 ...
Many people wrongfully claimed this was too linear for an RPG. The game doesn't open up till you've played for 25 hours. First off, Final Fantasy has always been linear.
Sorry, I couldn't get past that part. I kept staring and blinking.

But seriously, I love cutscenes. I come from an age where the attitude was basically "cutscenes in games??!?, OMGZORZ!!!RUAWIZARD!?!?!!"... so, yeah.

As a matter of fact, the first "Cutscene" I ever remember was Donkey Kong climbing up the girders with Pauline.
 

ChupathingyX

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I like cutscenes and the only time they ever feel like a nuissance is when they're not necessary (Call of Duty: Black Ops), when they're too long for no legitimate reason (Call of Duty: Black Ops) or when they're unskippable (Call of Duty: Black Ops).
 

Hellsen

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I personally feel like that cut-scenes only becomes a problem when their poorly written or when their just before a hard boss fight which require most players several tries before they actually beat the boss.
 

StBishop

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When developers made them unskippable and right before a boss fight that's difficult.
 

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When making CGI cutscenes became a cheap and easy alternative to building your narrative around gameplay.

Also when developers make it so that you can't pause in the middle of a cutscene.
 

derob

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cut scenes can either add to the experience or simply leave you with non whatsoever to speak of. I guess one of the main reasons I've enjoyed both dead space and dead space 2 is specifically because even when the characters are engaged in a dialogue, the game feels and looks exactly the same, and it doesn't take up a whole 5 minutes (let alone a whole godforsaken half hour, such being the case for final fantasy 13).

The trick to an efficient cut scene is providing needed information (plot, or otherwise) and maintaining the feel of the game. In ff 13's case, this is completely overlooked for the sake of aimlessly and almost halphazardly trying to render invoking characters and plot devices.
 

Aircross

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I fell out with cut scenes thanks you Kingdom Hearts 2...

*2 minutes of game play*
*enter new area*
*cut scene*
*2 minutes of game play*
*enter new area*
*cut scene*
*2 minutes of game play*
*enter new area*
*cut scene*

Coincidentally I picked up the Orange Box right after beating the game.

Here's my Half Life 2 experience.

*12 hours of game play*

It was heaven! Control should never be taken away from the player.
 

RuralGamer

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ChupathingyX said:
I like cutscenes and the only time they ever feel like a nuissance is when they're not necessary (Call of Duty: Black Ops), when they're too long for no legitimate reason (Call of Duty: Black Ops) or when they're unskippable (Call of Duty: Black Ops).
OK; Treyarch, Infinity Ward, Activision; JUST MAKE A FILM! We know you want to!
Yeah, the more recent Call of Duty games really do take the biscuit for this; there are far too many of their scripted sequences where you have no control.
 

Garth Gaffney

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As people have said, when you can't skip them since some people just play the game for the gameplay and not for the story. Developers need to learn to incorporate story in not just cutscenes AND to not make cutscenes stand apart from the actual game.
 

kebab4you

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When you have them right before a boss, it´s allright the first time but if you keep dying on it and have to rewatch it then it´s going to be a pain in the ass(going with the assumption that you can't skip it <.<)
 

LostCrusader

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Aircross said:
Here's my Half Life 2 experience.

*12 hours of game play*

It was heaven! Control should never be taken away from the player.
I think it did have at least one part that I would count as a cut scene with riding in the cage on the rails at the end.

OT: I don't think I understood how much I could hate cutscenes until mortal kombat.
 

Smooth Operator

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Pretty simple, as we get older we become less patient and more demanding.
We can still enjoy a cutscene but they need to bring their A game, but most really don't.

I remember watching those Pokemon cartoons as a kid, god I loved them, and went back to it about a year ago for old times sake... now I can see they are some horrible tedious shit.
 

Owlslayer

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I like cut-scenes. THe most I've gotten in one game was probably Devil May Cry 4, and i didn't found that amount to be "too much".
So, yeah. I like cut-scenes, most of the time they make a game more interesting. Most of the time.
 

thenamelessloser

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I think when the overall 3d graphics got good enough that long noninteractive cutscenes are frivolous wastes of time. There are many movies I can see, why should I spend such long times dong something noneinteractive. Note I do love dialogue scenes where I can choose what the character says such as in Dragon Age, Alpha Protocol, Planescape: Torment, etc.

Also, one more thing adding quick time events just make cutscenes even worst though... By having the buttons flash on the screen it is unimmersive and having to focus more on which buttons to press distracts one from the scene. This is against normal gameplay that soon enough most gamers probably get used to doing things without having to think about which button does what but with QTE you don't know what button to press for the first time until a flashing button comes up.
 

NickCaligo42

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irrelevant83 said:
Many people wrongfully claimed this was too linear for an RPG. The game doesn't open up till you've played for 25 hours. First off, Final Fantasy has always been linear. Sometimes it's open, like in FF6, but that's usually after spending 20 hours in the linear part.
Yeah, they're linear, but they also create believable environments that're worth exploring. FF13 is corridor after corridor after corridor, with no attempt being made to make the environments interesting or create a tangible connection between you and the setting--which is something that the Final Fantasy games exceeded at prior to this, making it an unforgivable sin of the game's design. Also, 25 hours worth of tooth-grindingly dull bullshit is a really hard sell to get to the so-called "kick ass" part.

As for the question regarding cutscenes...

Well, find an aspect of gaming--any aspect of gaming--and you're going to find people who do well at them and people who do poorly at them. Cutscenes are great when they're sensibly paced and meted out, bookending decent chunks of content and providing emotional context and exposition. When they're not sensible, it's a jarring, irritating inconsistency.

Aircross said:
*2 minutes of game play*
*enter new area*
*cut scene*
*2 minutes of game play*
*enter new area*
*cut scene*
*2 minutes of game play*
*enter new area*
*cut scene*
Like that. Anytime you're not side-questing or grinding in Kingdom Hearts 2, you're triggering a new pointless cutscene where the characters re-state shit we already know and speculate about things that don't matter. FF13 is ten times worse, with characters frequently stopping to debate the meaning of the quest the player has no input on, usually ending in an awkward stare-off before everybody just moves on. The plot doesn't actually advance and it happens frequently enough to be frustrating and disruptive, so it's a very dissatisfying experience. Shit, people joke about how FF13 should've just been a movie, but many of these scenes would have been frustrating, boorish, and disruptive in the theater too--not to mention the fact that they make the cinematography in Attack of the Clones look like the work of Stanley Kubrick...

*SHOT* "We need to do what the Fal'Cie are telling us."

*REVERSE SHOT* "No we don't."

*SHOT* "Well you got me there."

*REVERSE SHOT* "Let's get going." *everyone leaves camera in this same shot, fade out*

Bad direction can do a lot to screw this stuff up. Bottom line, if you're going to have cutscenes they should at least be interesting to watch.

Aircross said:
Here's my Half Life 2 experience.

*12 hours of game play*

It was heaven! Control should never be taken away from the player.
I disagree with this point of view, mainly because I don't want every single game I play to be like Half-Life 2 any more than I want every game to be like Angry Birds. I don't think there's a one-size-fits-all model for game design, and I don't think there's a one-size-fits-all model for storytelling either. I'd note that Valve doesn't either. There's simply what your project's goals are and what's appropriate to achieving those goals. Having a mute protagonist who bumbles through scripted events until someone tells him to "push the button" doesn't necessarily fit every single game.

While it works great for Half-Life, which is completely designed around this storytelling model and is essentially a non-stop running action scene, for some games--like Final Fantasy, or the Legend of Zelda, or Red Dead Redemption, or L.A. Noire, take your pick, there's lots of them--it isn't sufficient for representing most interactions necessary to fill out character development. If I were trying to make a game about being Han Solo, for instance, I'd wanna see wise-cracks and snappy dialogue between him and Chewie. 90% of production houses can't accomplish this on-budget incorporating all this crap into game systems; they have to pick and choose a handful of consistent things players can do ingame. So for those iconic scenes at a bar or escaping the Empire in a ship, when we don't have systems for eating or space flight (much as we might want them), we have a cutscene, rounding out the scope of things we see characters doing and breaking up the narrative monotony.

Know what cutscenes give us apart from that? Conciseness. I'm not kidding, the ability to cut away from one scene to a different scene is a key element of screenwriting and cinematography and a damn useful tool.

The Cutscene Version
Here's a for instance: Two detectives are heading over to a house to investigate a crime. We start with them in the station, getting the details from the Chief. CUT. They're in the car, discussing the case. They arrive in under a minute, because we skipped most of the driving. They start to get out. CUT. We're inside the house, they've already started questioning the witnesses.

Now here's that same for instance unfolded without use of traditional cinematic technique:

The Non-Cutscene Version
The detectives are at the station, getting the details. They get up from their desk, go downstairs, then outside, into the parking lot, then get in a car and start it up, then they drive to the scene. In-between talking about the case there's a lot of mention of useless tidbits and probably a lot of awkward silence. They drive for about 30 minutes to get there, and we're with them that whole time. Then, they arrive. They get out of the car, stand up, walk to the front door, knock, introduce themselves for the fourth time in the entire show, the witnesses we were already told about by the police chief introduce themselves, there's a few minutes of the detectives telling them to remain calm and saying they aren't accusing them of anything, going through the whole routine of saying that the more information they give the better they'll be equipped to figure out who committed the crime, blah blah blah blah blah, and finally we start questioning the witnesses.

WOW. Look at all that rubbish! See how much bullshit we avoided by using a little cinematic trimming? That's a power that traditional cinematic techniques give us in games. We can skip crap that ain't useful or interesting and get players into action in different places with less unnecessary padding. It frees us of obligations to make content we aren't interested in and gives players the benefit of context. When they're not used well, boy oh boy does it show, but as some have pointed out, scripted events like the ones used in Half-Life can be invasive as well. Crysis 2 in particular stands out.
 

Archangel768

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irrelevant83 said:
I'm reviewing Final Fantasy 13 as an example. Why review a game that's a year old? Cause I can buy if for $12 off ebay. That's why?

Many people wrongfully claimed this was too linear for an RPG. The game doesn't open up till you've played for 25 hours. First off, Final Fantasy has always been linear. Sometimes it's open, like in FF6, but that's usually after spending 20 hours in the linear part. Secondly, you only spend about 5-10 hours traveling in a straight line, the other 15-20 hours is spent watching cut-scenes. (I give a five hour rough estimate cause I'm not sure how much time I spent actually playing the game part of this game.)

Once you get to chapter 11, the game kicks ass. The cut-scenes are freaking gruelling, however. Remember when cut-scenes used to be a reward? Well, get ready for them to be annoying. Imagine just finishing an 8 minute cut-scene. You're in control of your character again. You walk forward for 15 seconds. You trigger another 8 minute cut-scene. During this interval, you did not fight a single battle. You didn't purchase anything from the item shop. You simply pressed up on your left hand joystick for 15 freaking seconds and you have to stop "playing" again.

You can skip the cut-scenes, but you can't possibly tell which cut-scenes are consequential to the story and which ones are filler until you watch them?

Anyway, my point was this. When did cut-scenes stop being a reward and start being a nuisance?
The amount of time the cut scenes take up is.

On the FF XIII website one of the people in charge of the cut scenes said there were over 6 hours of cut scenes using the games engine. So there about 6-7 hours of those cut scenes.

Then with the pre rendered cut scenes that did not use the games engine there was about 44 minutes (counted myself)

So there wouldn't be any more than about 7 and a half hours.

Just thought you'd be interested since you were talking about how much time they were all together in the game.