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Forums - Gaming Discussion - Iwata: Most of the Time and Resources Spent on Cut-Scenes Could Be Spent on Something Else

vivster said:

 

The point is that he lost his privilege to talk bad about cutscenes after he tortured me with it.


Fair enough...



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Areym said:

And undoubtedly, all Nintendo fans will agree.

All jokes aside, there is some truth to that but I think cut-scenes are essential, especially on story driven games. I can't imagine trying to convey some of the emotions that cut scenes pack during gameplay.

I suppose it all comes down to a few things - things which should probably be firmly established if this debate is to go on (now that we're casting aspersions against groups of gamers).

  • What constitutes a "cutscene"? RPGs have had them since pretty much the dawn of the genre, as a means of exposition, and to give the gamer a "break" during what is notorious for being a time-intensive thing. I get the impression (and I am SO VERY guilty of believing this trope) that a "cutscene" is an indulgent bit of FMV. Naaaaahhh.
  • Perhaps the problem is not so much with cutscenes themselves, but moreso the length of them, and how they are implemented. I had to cut short a phone call to a friend, because he was playing a cutscene-heavy game where he had attempted to "multitask", and missed a lot of information that he couldn't recall.
  • Could not the "databurst" nature of a cutscene be trickled out by discovering the information for one's self? Games like Dead Space did this well. Though cutscenes will never die, encouraging players to discover things about the world in which they are playing brings a certain sense of reward which also allows the story to progress at a pace which may be more comfortable to the player. If you miss something, well, tough shit. You'll have to replay the game and explore the places you missed to get your epiphany.


WHERE IS MY KORORINPA 3

agreed.



I understand the point he's making, and it's definitely different for every game. That said though, one of the things I'm liking less and less about Nintendo games is the slowly disintegrating stories, so making comments like this doesn't bode well for me. It's cool that some people like gameplay and nothing but gameplay, but for me a good story can make literally any game better (even Mario). I fear a future where everything they put out is shallow and lifeless (again, to me) because they focused only on gameplay and none on story or characters or anything else.

I hope they keep cutscenes. But at the very least make them skip-able.



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I agree, for example it could be used for voice acting in Zelda games.



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They have there place but generally speaking keep them short and tell stores in game. I think they were a good idea in a games like bayonett 2 or mortal kombat 9.

Many didn't like Bayonetta 2's story but I did. That said, on repeat play throughs I'm glad I can skip the cutscenes. One of the more annoying levels to replay is one where there's an in game conversation between you and the kid that's unskippable. You have to slowly walk up the stairs as the conversation unfolds. Pretty much every other part of the plot is a convenient skippable cutscene.



Looks like someone has taken a peek at the Master Chief Collection.



It really depends on the game. I personally prefer games to tell their stories through optional missions and the environment, rather than lengthy cutscenes. But some games don't need cutscenes at all, while others demand them.



Official Tokyo Mirage Sessions #FE Thread

                                      

Depends on the genre, depends on the game. I certainly wouldn't expect lengthy cutscenes in Mario Kart, but how would Metal Gear Solid work without them? Or is he finally admitting that Other M was an unjustifiable abortion?



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