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The Ghost of RubangB said:
The_vagabond7 said:

That is very interesting. I find is especially interesting that cutscenes were actually harmful, and disengaged the players (suck on that one for a while, Kojima). But I can completely relate to that, because games like Half life or COD4 that keep you in the action at all times I feel are far more intense, immersive and engaging than games that have frequent cut scenes.

Also fascinating is how important pacing is. I've felt for a long time that pacing in a game is a far overlooked aspect to a game's quality. It takes alot of level design and fore thought to create an effective experience. Slower down times followed by big battles or intense fights. Lure you into security, give you a minute to come down off your high and then throw you right back up there into something crazy. Or gradually build up the pace into a climactic crescendo, and have the expected reward system of it coming down into something of a breather after the high is hit. Pacing is incredibly important to a satisfying experience.

I've always been saying that pacing is the most important aspect of storytelling (in any medium), interactive entertainment, and sex.

 

And regarding cutscenes, they're always better when done in-game so they don't distract you by making you want to set the controller down and wait.  If you're still controlling at least the camera or something while the scene goes on, you still feel involved.  That's one of the many reasons Half-Life was so genius back in 1998.

This, with a high five. *holds hand up*

 



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