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SvennoJ said:
caffeinade said:

Clearly, high effort prerendered / drawn cutscenes are, well: high effort.
Mario, as you said the story is not important, so it is fine for them to tell the story like that; just as long as they do the focused content well.
BotW, I was disappointed in, in terms of the cutscenes, but they do make up less than 1% of the game, so it is not too bad.
Doing the cutscenes in real time would of further increased my immersion.
However the scenes were kind of like a cutscene for Link too, so I guess it is just me being picky.

The worst offenders are the developers who use in-game assets, and don't even offer any real visual advantage, oh and lock it to 30FPS and whatever the hot resolution was at the time.

Fully in-engine real time scenes help the game age, especially on PC and when emulators are used.

I find in engine cutscenes rather boring, something to skip or speed up. If there has to be a cutscene then make something that's worth watching again. Cut scenes used to feel like a reward, a glimpse into the future of game graphics or over the top action that the game engine would never be able to pull off, usually triggered after reaching a milestone.

Nowadays most cutscenes feel more like a punishment, mostly used for mission briefing. Do I skip it and risk maybe missing some important information or sit through it being bored. The lazy in game cutscenes with a few characters talking are the worst. If all it is talking, then let me move around at least / have the option to walk away, fill me in on the road. GTA5 had terrible forgettable cutscenes, I skipped most of them.

As long as the developer keeps all the assets, in-engine cutscenes can be remastered as well. As for emulators, too bad. I still have great memories of the amazing cutscenes in FF7, I can't recall any memorable in-engine cutscenes.

Perhaps it's also a fault of diminishing returns, next to file size. Ni No Kuni is the last game that had memorable cut-scenes to me, exactly because they stood out with some real effort put in. If it all looks the same it just feels like a non interactive part of the game, which is worse imo. Perhaps it's time to retire the old fashioned cutscene completely as it for sure doesn't work in VR. It's time to go back to HL2's way of storytelling.

I think we are on the same page now.
For me it goes in this order:

  1. Design you game so you don't need cutscenes: Portal, Halflife 2.
  2. Either put in the effort and make the cutscenes outstanding like Ni No Kuni or Payday 2.
  3. Do all your cinematics in engine like Metal Gear.