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The Sandbox: The Trouble with Cutscenes, continued
By Nick Schager
on 08/14/2009
That laboriousness is another part of the problem with cutscenes -- they're usually not very good, at least compared to the movies/TV they're mimicking. Though more and more high-end talent is getting involved in gaming, when it comes to writing and voice acting, the average video game cutscenes are still mediocre at best, and often much worse than that (again, "MGS4" stands atop this heap), and their middling quality further highlights their inherent wrongheadedness.
How to fix this? The best solution would be for video games to tell their stories in a way that's suited to their form -- through the action itself. 1998's "Half-Life" and its justly praised 2004 sequel made great strides in this direction, as did 2007's superlative "BioShock," mostly by integrating the plot development that's normally relegated to cutscenes right into the interactive environment via "scripted sequences."
Rather than jumping out of the game's normal vantage point and into cinematically constructed material, those three titles keep their first-person perspective -- and, for the most part, the player's ability to turn his or her gaze in whichever direction desired -- during staged moments. Keeping a consistent POV means maintaining your connection to the protagonist and your immersion in the ongoing fiction, something furthered by all three games' refusal to break up their continuous stories into traditional levels.
By preserving their central you-are-there illusion, "Half-Life" and "BioShock" managed to enhance how engaged you were with the storyline, making you feel like a full-time participant rather than a part-time spectator. They're not perfect -- too often, being able to turn your head or walk around while canned dialogue drones on proves to be just a clever way of masking the fact that you're still watching traditional interstitials. But they are small steps forward toward a day when games will tell their stories without having to borrow tropes built for other art forms, a hopefully inevitable future where characters, plots and themes will be developed not through tedious pseudo-films, but from the controllable action that's the very reason for playing games.
The Sandbox, a column about the intersection of film and gaming, runs biweekly.
[Additional photo: "Half-Life 2," Valve Corporation, 2004]
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Liam
Okay, if you actually did like the mgs series, you wouldn't have minded those cutscenes in MGS4. Quite a ridiculous article.
Masshole
"if you actually did like the mgs series, you wouldn't have minded those cutscenes." What a brilliant argument! That' like the MSG fandom equivalent of "if you don't support the war why don't you leave the country!" Because how dare anyone try to write about gaming as anoything but a sweaty totally devoted fanboy.
MK
Everyone's entitled to their own opinion but I completely disagree with your article. The Metal Gear Solid franchise is not known for its gameplay. The games are very difficult and at many times tedious but what makes them so special are their rich storylines and cutscenes that are far and away superior to any others in the industry. Personally, I loved Bioshock but felt let down that it didn't do a better job with cutscenes, especially with the endings that were short and disappointing.
Ryan R.
First off, my feeling is that if you're going to compare a product you compare it to the same type of product. In other words you don't compare a video game to movies, you compare it to other video games. It's simply unfair to compare a game to a movie, or a book or a play.
SPOILER ALERT
Secondly, every scene in an MGS game may not be the greatest but they do all serve a function and regardless of merit, they do not stop MGS for being a fun and involved ride. From the boss encounters with Laughing Octopus and Screaming Mantis, to returning to Shadow Moses, to protecting Rex from a swarm of Gekko biomechs, to the Rex Vs. Ray showdown with Revolver/Liquid Ocelot, to Snake being microwaved and a final hand to hand fight with Ocelot while the theme music and health change to those featured in earlier games. The game was a complete joy to play for fans and for new comers, even if you ignore all the nods to past games the boss fights were great and taking out common enemies was satisfying you still got that instant gratification.
Anyway, I spoke about the scenes having a function(serving a purpose) Kojima has 3 basic elements that make up his cutscenes. Tragedy, Humor, and Action. Tragedy drives the plot. Humorous scenes serve to remind the player that its just a game and lighten the mood, and action sequences are designed to pump you up for the coming fight.
I'm not trying to come off as a snob, but I feel like this article was penned by a film snob. He's entitled to his opinion, but in this case I simply do not agree with the author of this article and I feel like he's being critical of an industry that he doesn't belong to.
By comparison I can cite Fallout 3 as having the worst ending in a game ever and very little plot to speak of that screams generic. You have a post apocalyptic world where the story takes place, heroes mother is dead and his father takes off so he goes off to find him and in the process gets swayed to save the skeleton of society from an insane tyrant. Fallout 3 works because of a few key moments that accommodate the present situation and because it's just fun to play and combat is satisfying. but it still has one of the worst motives and conclusions ever, but that doesn't mean it wasn't a good or fun game.
I'm trying not to be offended or to offend, I'm just expressing my views on a point of contention between myself and the author. Ultimately you can forgive something for moments you perceive as bad if the encompassing experience was a good one especially if it left an impression on you.
EttenCO
I also respectively disagree with the point this article tries to make. Saying that games which attempt to be movies are things that should be left in the closet and games should just stick to being games. I can understand how to some people it might feel like the cutscenes in games like MGS4 are robbing the player of what they paid money for, gameplay, and to some extent that's true, players most likely will get less overall gameplay on games that are filled with cutscenes vs. more levels or guns or physics tweaks or whatever because of how much space is on the disk. Also, some of the earliest and best arcade games had little to no story at all and people were completely content with that. For some games, cutscenes might not be that important in the continuation of the story. "Great Job Butch, you killed Dr. So-and-So, now destroy his lab." That alone is enough for some people. But for a game and story like MGS4, there is absolutely no way it could have been told effectively through the cross hairs of your weapon while the player listens to a radio chat that is going over endless story elements as you pass the time by trying to jump on a nearby rock or something just waiting for the portion of the story to finish so you can continue to kill me bad guys. MGS4 is not that kind of game in my mind. And why can't games be movies? Why can't our technology start merging with other ares of entertainment. I think if anything its creating a hybrid of both which take the enjoyable interactive element of a videogame and combine it with the deep enthralling nature of a film and give you something that is truly then worth what you paid for it
If people buy games expecting gameply and all they get are cutscenes then that is a gamer/game mismatch and each person enjoys their own medium by which they are entertained and there will always be that which is why there should always be new ideas being tried to expand the demographic of people who can enjoy videogames for different reasons. To limit that potential or say that what game makers trying isn't worth the effort because it will never work is very close-minded and does not allow for innovation or growth.
Snake
I could speak about the wonderful role that plot told through cutscenes has in so many of my favorite games, but Ill pass on that to point out one singular item.
In a great game, I find myself playing the game simply to get to the next cutscene and find out what happens next. Good gameplay is certainly a positive element to any game, but the gameplay, in some games, is simply the fun and light part that allows the player to get to the real meat – the masterfully and artistically crafted cutscene. The cutscene, when done correctly, is like the desert at the end of the meal. It’s the reward for completing the gameplay, and certain games make it a very enticing one.
Andrew
Excellent article and it also saved my bacon. An article that I cited in a publication just went dark, so I cited this piece instead. Cheers.











