Yrkoon wrote...
Oh I wouldn't say nothing. For the near entirety of Human history, mankind's most enduring (and endearing) Stories were delivered via writing, inert pieces of art, and spoken word. Not cutscenes.
And what exactly does that have to do with the debate about
storytelling in video-games and cutscenes
in video-games v.s dialogue
in video-games? Indeed, NOTHING.
Yrkoon wrote...
Fast forward to 2012, and we've got some internet poster named Luc0s, claiming that Cutscenes make stories more successful. and more immersive. Sounds absolutely silly for someone to even suggest such a thing, yes? And that's because it IS.
I'm claiming that cutscenes are more succesfull and immersive at storytelling IN VIDEO GAMES. <- Read that part? IN FRIGGIN VIDEO-GAMES!
I appreacte a good book as much as the next person and in fact I dare say thet books are the best medium to get stories across. Nothing beats a good book.
But we're not talking about books, we're talking about video-games.Yrkoon wrote...
Stories contained in ancient texts have been so immersive and successful that they directly affected the actions of whole civilizations. There's yet to be a cut-scene filled video game to come close.
Agreed.
Yrkoon wrote...
No sir, we're not going to move goalposts in order to accomodate Luc0s's argument and omit everyone's elses. We were discussing stories. The fact of the matter is that Stories exist in every media. And video games are just one part of the whole.
No, no, no, just no. We're not discussing stories, we're discussing
storytelling in video-games. STORYTELLING IN VIDEO-GAMES. I've always been straight about this, so shut up with your "moving goalposts BS" because it's not true. Maybe YOU are talking about stories, but
I was talking about storytelling in video-games.
If we can't even agree on the subject of the discussion then I don't see this discussion going anywhere. So I'll simply stop here, unless you agree that
we're talking about storytelling in video-games and stick to that subject.
Yrkoon wrote...
But to respond to your point: You're still wrong. Again, Planescape: Torment and Baldur's gate 1 (which are practically void of cutscenes) contain better stories than Dragon Age 2, which is cutscene driven.
DA2 is a horrible mess. Trying comparing them modern games that are actually good at storytelling.
Anyway, I'm still a firm believer that cutscenes have more potential to be succesful at telling a story than in-game dialogue. Give the game-industry some time to further develop their tech and we'll see games in the future that will tell better stories than movies, in a more immersive way than movies and maybe even more immersive than books.
Yrkoon wrote...
If you want to argue that The Witcher's 2's story is absolutely mindbogglingly awesome, I won't dispute that. (because it actually IS) But when you come here and cite its cut scenes as the reason why, then that's where you fall flat on your butt. Because it ISN'T the reason. The writing is the reason. TW2's story would have been just as good in purely text form.
And I fully agree on that. No doubt about it. But do you think The Witcher 2 would be just as awesome and just as immersive without cutscenes at all? I very much doubt it.
Yrkoon wrote...
Luc0s wrote...
To claim cutscenes are a lazy way of storytelling is the BIGGEST NONSENSE I've ever heard.
You're contradicting yourself. Just a post ago you agreed with the notion, accuately pointing out that it's a lot harder to tell a story in a video game by using methods other than cinematics and cut scenes.
It's also a lot harder to communicate without using speech and language. Does that mean that talking and language is a lazy way of communication? You get the point (I hope).
Yrkoon wrote...
Well? That's true, isn't it. Specifically, it takes a lot of hard work from multiple teams in a development studio. To tell a story without a cutscene, you need 1) Writers - to write text, and flesh out characters via non-cutscene actions they take during gameplay; 2) level designers -to fill the world with pieces of graphical evidence of the story; 3) and Graphics designers, to create the visuals of the plot itself.
Nope, you're WRONG.
For a video-game with cutscenes you need all what you listed above, PLUS an additional:
4) cinematographer, to direct the cutscenes; 5) an animator, to animate the cutscenes and 6) render specialst, to render the pre-rendered cutscenes.
So no, you're 100% wrong. Cutscenes might be an easier way to ge a story across, it's not easier to make. it requires more people, more specialists and a higher budget.
Why do you think only high-budget games have pre-rendered cinematics and cutscenes? Because it takes more people, more effort and a bigger budget to create them than a game without cutscenes.
Yrkoon wrote...
That's a lot of work. a lot of coordination. The alternative is to just make a cutscene, where you can literally spit out the plot and all conflicts in a straight forward manner so that no one has to ponder anything. I call that Laziness. Don't you?
No, because I know what I'm talking about and you don't. You are under the illusion that making games with cutscenes is a simple way out, in fact, easier than making games without cutscenes. You couldn't be more wrong. Developing cutscenes takes more people, more specialists and it's more work than Skyrim's approach of storytelling, which is technically much easier and much cheaper.