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Cutscene Guidelines
Posted on Friday, June 24 2011 @ 19:39:49 Eastern

I know its unnecessary to restate how much I like a good story in a video game, but seeing as a I parodoxically did anyways, I will gladly repeat: I love a good story in a video game (though I'll be sure to minimize how often I do so as not distract from my topics.) Seeing as I brought up story in games again, I would like revisit something that I touched upon in my first post. I mentioned that some games are overly reliant on cutscenes to convey plot development and exposition that is otherwise important for the story. After thinking about it for awhile and discussing it with a friend, the idea was tossed around that perhaps it might be the cutscene itself which creates the problem, after all, there is the clash of a non-interactive moment occuring in the middle of what is chiefly an interactive experience.

Having mused on it for a while, I have decided that the strength/weakness of cutscenes, like most events and features in a game, is based chiefly in application. Truthfully, contemporary games have been getting better  about their application of cutscenes, and I think that cutscenes are gradually becoming something of an anachronism, but not all games are on the same level of development or resources, and I think some consideration should be taken into account before using a cutscene in a game. Here is the list of critirea that I think would be best for determining if a cutscene is appropriate.

Understand what kind of game you are putting a cutscene into: This is rather self explanatory, but is very important for establishing how you are going to place cutscene is a particular game. Generally speaking, Mission/Stage Based games tend to require more cutscenes to serve as narrative structure, while games that have a more seemless flow should use them sparingly.

Know the appropriate time to use one: Again, games that center around Mission/Stage selection are somewhat (not always) easier to judge this for, as the structure for placing a cutscene is easier, you have one at the beginning of a mission, then another at the end of one. Which is not to say that a particularly spectacular moment couldn't be emphasized with a cutscene, just only occaisionally (we'll come back to this). For other games... I would generally allow for two big ones (beginning and ending) and keep the others to somewhat brief interludes to provide juxtaposition between certain major segments of the game.

Moderation: From how I look at it, the total time in the game devoted to cutscenes should kept as minimal as possible. Never should a game's cinematic time rival its gameplay (I'm looking at you Metal Gear Solid 4). Outside of the beginning and end framework, cutscenes should not be the sole means telling the story, story-telling should be done primarily in-game (seemless game structure) or work in tandem with the game-play (Mission/Stage game structure) and should not overtake the in-game storytelling in terms of delivery. Cutscenes should only last a few minutes at the most, though the beginning and ending scenes can be more long-winded as they are establishing, respectively, important information on setting, and concluding the events that the player has been interacting with. Those cutscenes taking place within the middle of the game be relatively few, have a great deal of "distance" between them, and should be made as concise as possible.

Cutscenes should always be skippable: Sometimes the player just wants move on, has watched the scene multiple times, or is simply very savy in terms understanding the story.  Do not force the player dwell.

I think those for basic guidelines cover cutscene use fairly well. As I have implied, developers should be doing as much as possible to encourage the player's interaction with the game, and personally, I think cutscenes as a whole should be downsized as much as possible, or simply replaced with sequences that conform to the flow of the respective video game as opposed to pre-rendered movie scene (like the sequence as the beginning of Call of Duty 4 where you are in the perspective of the poor bastard in the car, being driven off to execution, a well known, but altogether good example.)

Cutscenes as we have known of them in the past are growing into something of an anachronism, and hopefully, will either become something better, or simply fade away in favor of better methods of in-game storytelling.
Comments
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Jul 1st, 2011 at 11:03 pm
    If cutscenes are done right you really don't think about them at all. But as you point out they aren't always done right. The first rule of good story telling is know your audience. And the audience for games are the people who want to be playing the game and not watching a movie. Well, anyway you make many good points but do you think the game devs are going to hear you?
  • Daddio
    Daddio

    Joined: Nov 2008
    Posted: Jul 2nd, 2011 at 4:42 am
    Metal Gear Solid 4, now THAT was a great movie!
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Jul 7th, 2011 at 9:31 pm
    Boy I was sure cutscene lovers would have totally ripped you buy now. Maybe they're all playing Metal Gear Solid 4.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Jul 9th, 2011 at 10:26 pm
    Or maybe there aren't that many cut scene lovers. Valve knows how to expand the story in their games without breaking flow or forcing the player to sit on their ass every 20 minutes to watch people talk.
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Jul 10th, 2011 at 9:12 am
    747 Buzzzzz! Hey, good point about Valve, they don't seem to Steam anybody.

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