sundin13 said:
You seem to have a fundamental misunderstanding of my point: The problem is not the interactivity of the cutscenes. Interactive cutscenes can be okay in some scenarios, but I still hold them on the same level as regular cutscenes. They need to be used sparingly, and avoided if possible. The problem is the frequency of cutscenes that take you out of control. I find it hard to believe that you don't see what I am talking about even if you don't agree with me. The first video that I posted showed gameplay broken up into 10second pieces, fractured by cutscene after cutscene. That to me feels like I have no agency in the world and it feels like my goal is to get to the next cutscene as opposed to survival or completing a mission. Whether or not the game actually has multiple paths that the game can go down, these cutscenes can give players the illusion of lack of choice. To the player, it can feel like they aren't the character in the world, they feel like they are just watching a static story play out and shooting things along the way. Heres a couple videos for you (first one is infinitely more important): This video talks about how much agency you need in games. Key sections: By what I've seen, this game does not give me enough to make me feel like my decisions matter. In fact, it seems like it was designed specifically to make me feel like my decisions don't matter, whether they have any real effect or not. -https://www.youtube.com/watch?v=sGXIR2dlktc This video talks about cutscenes in games. Key sections:
PS: I don't like how you are trying to belittle my point without actually putting any effort into this discussion. I am here to have a discussion on the place of cutscenes in games, and whether or not The Order uses them effectively. I have stated my point, your counterpoint seems to be simply "No, you are wrong". Or possibly, your argument is "interactive cutscenes>static cutscenes" which isn't what I was talking about here and I don't really disagree with. My discussion is "Cutscenes (both interactive and static) |
I'm trying to belittle your point? I can't have even attempted to belittle your "point" because you didn't have a point to be belittled in the 1st place. Well atleast what it seemed you were originally trying to get at with your 1st reply to me. You were trying to make it seem like that interactive cutscene was the whole games gameplay that kept being interuppted by cutscenes when it was actually just an interactive cutscene that they let you control at times.
So basically that video was a cutscene representation and not a gameplay representation.
In that 1st video, i knew exactly what he was about to get at with the thing in TLOU. They basically make something important missable. If you dont pay attention, you could miss out on something. It's like the P.T demo. I was trying to show a friend the P.T demo but the motherfucker kept looking away when the important shit would happen. So basically those type of games are VERY rewarding to people who pay attention and are a lot less rewarding to people who dont pay attention.
The video talked about the shooter thing but lets look at The Order for a second. In the demo, they gave you 1 type of enemy so only logic would tell you that you wouldn't need much strategy or a need to change guns to kill them. Now lets say we took Gears Of War, Uncharted, or ANY OTHER 3rd person shooter on this planet, placed 1 type of enemy in front of them, and let you play. Could you determine the amount of strategy that would be needed to kill this enemy? Would switching guns make a real strategic difference when killing this 1 type of enemy or would it basically be just seeing the explosion of the guns?
Also, Could you show me any other 3rd person shooter demo that showed you that your decisions mattered? I cant think of any at the moment but give me an example of a 3rd person shooter demo that showed how your decisions mattered unlike The Order.
About the movie thing.. Some people claimed that Uncharted was like a movie but that game is better than any other 3rd person shooter that aspires to take a kiddish-no-movie approach any day of the week. If a game wants to have movie qualities then so be it. as long as it's good, i'm all for it. I don't know why people try to act like games that have movie-qualities are bad. As if non-movieish-games are all top notch or something. There are GARBAGE ass'd regular games out here too. Don't try to single out the games that have some movie qualities as if it makes them worse or something.
I believe you're just expecting way too much from this demo of The Order for whatever reason.
We'll see how the game turns out when it releases(hopefully good) because this demo is... a demo








