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Forums - Sony - Hideo Kojima: Regretful of MGS4 cutscenes

Sometimes they were kinda tiring; sometimes they pushed the game beyond the video game norms and made it epic. I really liked the fighting cut-scenes though, like Raiden fighting or Rex vs the other Metal Gear (cannot recall the name ATM).



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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?

Kojima ALWAYS says something to this effect a few months after each MGS game is released.

He's full of shit, its just PR. Doesn't everyone know this...."I'm not happy with how the game turned out..."....blah blah.

Well don't fucking make us buy 4 iterations of a game you know is shit!. You've got a bloody nerve to do so and don't deserve the pedestal that everyone places you on.

 

THAT would be my answer if he was speaking the truth...It doesn't really mean anything though, just a load of bs.

 



@ Burgles

Umm... He didn't say the game was "shit".

He said that he regrets putting all the story and plot development into the cutscenes, and is looking for other ways to put these elements into the game, but not in cutscenes.

The game couldn't be that bad, 3.03 million people seem to be happy with it.

Don't take a mile with the inch Kojima gave you.



Burgles said:
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?

Kojima ALWAYS says something to this effect a few months after each MGS game is released.

He's full of shit, its just PR. Doesn't everyone know this...."I'm not happy with how the game turned out..."....blah blah.

Well don't fucking make us buy 4 iterations of a game you know is shit!. You've got a bloody nerve to do so and don't deserve the pedestal that everyone places you on.

 

THAT would be my answer if he was speaking the truth...It doesn't really mean anything though, just a load of bs.

 

go troll somewhere else, You should be banned

 



wasn't a problem for me. Good to see kojima checks out the internet forums though...lol



"Dr. Tenma, according to you, lives are equal. That's why I live today. But you must have realised it by now...the only thing people are equal in is death"---Johann Liebert (MONSTER)

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It is possibly the oldest, easily the most profitable, surely the most vicious. It is the only one international in scope. It is the only one in which the profits are reckoned in dollars and the losses in lives"---Maj. Gen. Smedley Butler

Around the Network
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?

Actually, he didn't say anything about regretting the long cutscenes at all. He said he regrets using cutscenes to forward the story rather than finding a way to do it through interaction. He just doesn't want to have to make all of the storytelling told through the cutscenes. He didn't say anything about them being long.

 



Just kiss the tip.


I didn't mind the cutscenes. Not at all. More gameplay would have been nice, though, but that's not to say they should have sacrifices cutscenes for it. Also, it might not have been bad to have something else than cutscenes tell the story, too.



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?

It's good to see Kojima start acknowledging that there might better ways to tell a story, though he's about 8 years late to the party.

Overall, I have a lot of respect for the man but watching him defend those damned cutscenes for the umpteenth time is tiresome. You're not a movie maker, Hideo. Let's just acknowledge that and move on with our lives. Try to work within the medium, not against it.




Or check out my new webcomic: http://selfcentent.com/

Why does it have to be all cutscenes or all interactivity? Why not have a little of both?



Riachu said:
Why does it have to be all cutscenes or all interactivity? Why not have a little of both?

It's probably the best way to reach a happy medium. The problem with Kojima is that he dabbles with interactivity (like operating the MK-III during briefings), but it's really just putting lipstick on a cutscene. It has no real meaning other than to pacify the player during an obnoxiously long dialogue sequence.

He really needs to learn a way to tell a story while keeping the player involved. I don't need multiple endings or any of that crap, I just want to actually play the game, not watch it. Linear storytelling has its place in this medium, Kojima is just abusing it by removing all interaction.




Or check out my new webcomic: http://selfcentent.com/