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Forums - Sony - Hideo Kojima: Regretful of MGS4 cutscenes

Kinda... 

http://kotaku.com/5041131/future-metal-gear-involvement-expresses-slight-cutscene-regret

Gameplay is always fundamental. Halo, BioShock — I see their approach and I think they are brilliant in some ways, but I still feel they still lack a kind of a deeper storyline or the expression of the feelings of the characters. I do have plans of how I should approach this and get around it. In MGS4, yes, I put everything in the cut sequences, which I kind of regret to some extent, because maybe there is a new approach which I should think about. I'm always thinking about it - making it interactive but at the same time telling the story part and the drama even more emotionally. I would like to take that approach, which I am still working on.

...Storytelling is very difficult. But adding the flavor helps to relay the storytelling, meaning in a cutscene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh — this is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive — if you want multiple stories where you go one way or another — will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.

He kinda regrets the long cutscenes, but he is still trying to defend it.

Thoughts?



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well, it didn't bother me that much. A few were just too long.



 Next Gen 

11/20/09 04:25 makingmusic476 Warning Other (Your avatar is borderline NSFW. Please keep it for as long as possible.)

MGS4 is one of those games that has to use cutscenes to advance its storyline. The intended story for BioShock had to be sacraficed because of 2K's policy of gameplay coming first and because of that, Levine scrapped the original story and made a new one based on the gameplay. Even so, don't gamers generally consider BioShock's story to be thought-peovoking?



As long as he doesn't introduce quick-time events in his next games, I'll be okay! I really liked the cut scenes to gameplay elements in this game, and you'll know what I mean by that if you've played Lost Odyssey (the intro).

Am I the only one that really enjoyed to see the unfolding of the whole story without complaining? I also wanted MORE cut scenes, hehe! o_o



Random game thought :
Why is Bionic Commando Rearmed 2 getting so much hate? We finally get a real game and they're not even satisfied... I'm starting to hate the gaming community so f****** much...

Watch my insane gameplay videos on my YouTube page!

DMeisterJ said:

Kinda...

http://kotaku.com/5041131/future-metal-gear-involvement-expresses-slight-cutscene-regret

Gameplay is always fundamental. Halo, BioShock — I see their approach and I think they are brilliant in some ways, but I still feel they still lack a kind of a deeper storyline or the expression of the feelings of the characters. I do have plans of how I should approach this and get around it. In MGS4, yes, I put everything in the cut sequences, which I kind of regret to some extent, because maybe there is a new approach which I should think about. I'm always thinking about it - making it interactive but at the same time telling the story part and the drama even more emotionally. I would like to take that approach, which I am still working on.

...Storytelling is very difficult. But adding the flavor helps to relay the storytelling, meaning in a cutscene, with a set camera and effects, you can make the users feel sorrow, or make them happy or laugh — this is an easy approach, which we have been doing. That is one point, the second point is that if I make multiple storylines and allow the users to select which story, this might really sacrifice the deep emotion the user might feel; when there's a concrete storyline, and you kind of go along that rail, you feel the destiny of the story, which at the end, makes you feel more moved. But when you make it interactive — if you want multiple stories where you go one way or another — will that make the player more moved when he or she finishes the game? These two points are really the key which I am thinking about, and if this works, I think I could probably introduce a more interactive storytelling method.

He kinda regrets the long cutscenes, but he is still trying to defend it.

Thoughts?

My thoughts?

MGS5 confirmed

 



Proud Sony Rear Admiral

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This shows MGS is a improving game, game designer keep looking to improve it.
it just keeps getting better



I was disappointed with the amount of cutscenes verses what I actually played. I know it became a norm with MGS2, but I still wish it had more than 6 hours or so of gameplay. Overall a good game, and ...good purchase...all $500 dollars of it.



 

he felt regret because he is a man who tries to improves all the time, this time is to try improving his approach of story telling. salute



he had to make MGS4 cutscenes long to solve all the mysterious of MGS series in MGS5 he gets a fresh start and could plan the story a little better



what cutscenes?



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