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Love-Hate: In Defense of the Cutscene

Posted by Cole Stryker

As a follow-up to yesterday's post about the intersection of passive and active media in games, I'd like to defend the humble cutscene, for when used in moderation, cutscenes can enhance the experience of play. The way I see it, Blizzard has mastered the cutscene. They are brief, infrequent, and they pack a wallop. For example, the epic scale of the battles truly comes alive here: 

Wow! Look how huge that battle cruiser is! Did you see that zergling rush at the end? Here we are given a dramatic representation of what presumably goes on behind the familiar sprites during the game's core play experience. We see the panic in our soldiers' eyes and the callousness of our generals. The film does more than just further the story, it enhances the game. It grants players a sense of empathy by creating an emotional connection. It's much easier to relate to a marine than before, when all we've seen of him is this:

This sort of cutscene plays the same role as the elaborate, lavishly illustrated booklets that sometimes come with games. Thing is, today's technology has all but eclipsed the need for this sort of pre-rendered 'fleshing out' of the virtual world. Half Life (and more recently, Bioshock) didn't need cutscenes to tell a dramatic story. There are increasingly few excuses the existence of cutscenes.

And finally, because the internet loves lists:

The 6 Commandments of Cutscenes

a list by Cole Stryker, conceived in 10 minutes.

  1. Always let me skip through.
  2. Never resort to a cutscene when you can accomplish the same thing in-game. See Half Life for examples of how a ton of information can be conveyed in clever ways. Show, don't tell.
  3. Cutscenes should be short. If I can make myself a sandwich, cut 'em down. Pacing is key.
  4. Never use cutscenes as an excuse to show off pretty special effects, only for scene setting. See Fallout.
  5. If cutscene development comprises more than 10% of your overall budget, especially in today's world of machinima, you are copping out.
  6. Never try to make up for your boring cutscenes with 'quick time events'. This feels like punishment.

Feel free to add more in the comments.


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Roto13 said:

I really have to disagree with your use of Half Life as an example. Half Life allowing you to wander around a room while people talk to you is no more interesting than a decent cutscene. An NPC going "Blah blah blah blah blah HEY COME OVER HERE" and waiting for you to walk over to them before the continue doesn't make a game any more engrossing. It doesn't make you feel like you have any influence in the story any more than the random Yes/No questions in Golden Sun did.

I don't like, however, the overuse of cutscenes, especially in games where the story is nothing special. (See: Almost every game ever made.) A lot of the time it feels like you're watching more than you're playing, and that's not good. Except in Metal Gear Solid where watching is much more interesting than playing.

June 19, 2008 5:45 PM

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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