Re: What do you fink
Posted by Adam Hawkins on
Tue Apr 10th 2007 at 1:34am
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Occupation: Specialty Systems Manager
Location: Chesterfield, UK
Kinda confused as to the point of this thread now...
Is it a poll and discussion about cutscenes and how they are utilised?
Is its purpose to pimp a mod that may or may not exist (I know which I believe)?
Or is it a Halo pimping thread, with pictures and everything!
And your comment there kinda talks yourself round in one big circle. You say that we're all right, but then in the very next sentence (I think, grammar not great there :razz: ) say that developers are bad for not wanting to use cutscenes.
Lets have a proper focussed discussion about the original question shall we and not derail your own thread further beyond recognition? Provide examples of these so called 'bad developers', give us something so we can discuss properly!
You Got To Get Through What You've Got To Go Through To Get What You Want But You Got To Know What You Want To Get Through What You Got To Go Through
Re: What do you fink
Posted by Naklajat on
Tue Apr 10th 2007 at 1:41am
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Location: Austin, Texas
I can't recall reading about any devs saying "cutscenes are bad"
I can see the Master Chief + Cortana pic.
o
Re: What do you fink
Posted by Gorbachev on
Tue Apr 10th 2007 at 1:51am
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Location: Vancouver, BC, Canada
To paint one brush on even a single genre is stupid. There are many ways to tell stories, video games are just a single medium for this. If you limit yourself eventually everything will meld into the same formulaic story (which it has to an extent already with some games).
It always depends on the game, some action games if you're going to be super, super intense it's best to have everything happen all around you even perhaps moreso than how HL did it (less pauses, more movement, etc.) Other games I don't mind being told a story with lesser interaction.
Re: What do you fink
Posted by Naklajat on
Sat Apr 14th 2007 at 1:45pm
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Half-Life 2 contains cutscenes of sorts, the citadel stalker coffin ride for example, but as far as I remember you've got control of at least your view from the time G-Man says 'wake up and smell the ashes', to the beginning of the cutscene that leads into the credits.
The difference, as I see it, is that cutscenes make it much easier to tell a story in the conventional sense, whereas completely first-person games lend themselves to a more immersive 'be the protagonist' kind of experience. There's always the possibility for exceptions, but that's the gist of it as best I can tell. One approach is not inherently better than the other, they're just different ways to do it, each with their strengths and weaknesses.
o