:/
(I need an initial disclaimer. Please consider “in my opinion” to be the tone of this entire post. Also, despite DAII not really satisfying my inner RPG monster, I absolutely adored DAII regardless. That’s important. Oh, and there’s spoilers to come.)
So, the thing is, I’m firmly in the “cutscenes add nothing to a game” camp, ideologically. I’m separating cutscenes from cinematic presentation, because presentation is very much tied to technology these days, and expectation tied to technology is a whole can of worms I don’t want to touch, yet.
But, what I do want to bring to the discussion, straight up, is this; what value do cutscenes actually add to the game? Is the sole purpose of a well composed cutscene to evoke emotion? Can this work? Does the designer’s narrative vision necessarily match the players? Does it need to? How does the need to locate a cutscene in a particular location impact the player’s expectations? Is the narrative gain worth player loss? I could go on, but I won’t.
So many questions. Not many answers. I haven’t seen this angle expressed here, so I’ll have a shot at just providing a few examples from my experience.
Let’s go back a bit. Cutscenes are a relatively new development in gaming. Those of us who have grown up with games, grew up without them. And games were still great.
In Ultima VII, Tseramed was an NPC companion. If you got to the guts of his dialogue, he told you that his lover had been converted to The Fellowship. She then got sick, refused medicine and died. Sad. If Tseramed was travelling with you and you pledged allegiance to The Fellowship or supported them, or even equipped a Fellowship medallion, Tseramed would go hostile, start shooting at the party and have to be killed. In the complete absence of any kind of cutscene, his grief was beautifully illustrated through the game’s normal mechanics.
In the present, in DAII, I was fighting back tears (for the first time ever, in response to a game) thanks to having “rivalmanced” Fenris, choosing the mages at the end and, subsequently, having to kill him in the final battle. There was no cutscene. Just Fenris with a red ring around him and poor old default Lady Hawke hacking away at him with two daggers. It could be argued that I was already attached to Fenris, thanks to his cinematic presentation. I did love his voice actor, and the scene with the wine bottles. But, I am absolutely sure that that scene would be as evocative, for me, if I’d been talking to a silent sprite, in text, with a clinking bottle sound effect.
A second, and contemporary, example is the conclusion to Bastion (which I won’t spoil because it’s a recent release and people reading this - like anyone cares - may want to play it.) Within the game’s normal mechanics, and it is a $15 Indie, a certain enemy behaviour is inverted, at a pivotal moment in the story, and the impact is incredible. (I found it incredibly sad.)
One more thing. The end of the Shepherding Wolves quest saw me yelling at the screen. I loved it! Was it the cutscene that evoked the yelling? No. This is what I remember of the cutscene. Saarebas and Hawke walk towards a cliff, talking. Saarebas sets himself on fire, even though I wanted him to jump. (Well, I did and I didn’t.) What evoked the yelling was the fact that I have learned a bit about the Qun, I got to know Sten and he’s had a (sort of) sad existence within the context of Thedas (magic, philosophy, religion, etc.)
OK. New tack.
The original question, sort of. Is the sole purpose of a cutscene to evoke emotion?
My answer. I don’t know. But it didn’t work for me in DAII, regardless.
A new question.
How can cinematics work with the modern RPG instead of against it? (As is how I, rightly or wrongly, see it doing.)
So, “ambient storytelling” and “cinematic presentation.”
Missing from DAII. Day/night cycle, immersion, living, breathing world. Important to the old school RPG fan, that. Even assuming DA3 won’t have a dynamic day/night cycle, why can’t the role of cinematic designer be extended to include, as one example, creating meaningful paths for townies to tread over a period of realtime? See, Frank the Fox.
Another example. For me, the best “cinematic” moment of DAII was when those statues in the Gallows came to life and started kicking my ass. I mean, I’d been looking at them for the entire game and then they suddenly had
a purpose beyond aesthetic. Brilliant. A close second would be touching my real life nose to see if I’d misplaced my glasses when I entered the Fade. The blurriness highlighted the “otherworldliness” better than any cutscene with Marethari, or whatever.
Shadow of Light Dragon, veritable BSN poster, referenced on here somewhere, Ultima’s Lycaeum. Why can’t DA3 have a library that us lore buffs can retreat to, in our own time? Can you implement cinematic presentation there? Books. Someone to read them. Snapshots of Thedas that you wouldn’t otherwise see. Even like Monkey Island, with rotating inventory item and item lore.
DAII had no item descriptions. (I’m also an old school Baldur’s Gate fan, and these were central to that experience, for sure.) If there were 374 equipables in DAII (via vague wiki count), and Origins provided item descriptions at 25 words apiece, that’s 10,000 words-ish. Give a freelance writer $100 for 500 words, and that’s $2000 (Edit: Maths fail. Simple maths, too.) to flesh out DAII with item descriptions. Plus junk for another $570. (Yes, I’m guessing there are logistical considerations here, plus the cost of programming it in, etc.) But cinematics are valuable. How valuable?
Last point. I loved The Witcher 2. Some of the narrative cutscenes there were incredibly evocative and the dynamic conversations were great. But cutscenes in the middle of combat? Quick time events? Cinematic presentation has a ways to go. I believe in you guys. Come up with something new. Much as I revere Roberta Williams, Phantasmagoria
is a dirty word. (Edit: I should say I didn't mind it, but amoung gamers I know, "interactive movie" style presentation is summed up by simply referencing that game. Not in a nice way.)
PS. Uh, on topic with Legacy. I thought it successfully tweaked many aspects of the game, but the only cinematic difference I noticed was that the Carta were running away. Good. Tiny, but good.
Another edit: (A day later, because I'm still stewing on this.) I actually really don't like the way many gamers I know use Phantasmagoria as a disparaging term for "genre fail", because the "interactive movie" genre was actually kind of a complex thing, tied to technology etc - and I'm sure many would consider Phantasmagoria a great success. I do think there were very valid criticisms, and that design really failed to find its footing, at the time. I think the interactive movie genre left a bad taste in a lot of mouths. I really worry that new cinematic driven games are walking a similar path.
For me, the reality is that, no matter how realistic looking you can make the facial expressions on a character model and no matter how cleverly you compose who's walking where and what visual information is being highlighted in the background, or whatever, a cutscene is still a cutscene. Pre-rendered or rendered in game, whatever. If an NPC pulls a clever face as you walk past them during normal gameplay, then that's entirely different, and I'd probably notice. (Which is why I love DAII's banter so much.) I'm sure this is all at least partly to do with the fact that it's thoroughly ingrained in me that all of an RPG, information, story, exploring emotive content, interaction, combat, should be placed within the normal confines of gameplay. (Well, maybe not all, but the vast, vast majority.) Not the game's engine, either, but gameplay.
One last example. Remember in BG2, in that dream sequence when Irenicus was exploding that farmwife? That's an interesting example. You couldn't interact with the sequence (unless there was a bit of dialogue, I think there was) but he was utilizing the games mechanics to make his point. (Sort of.) I suppose you could argue that this was a form of in game engine cutscene, but it felt very connected to gameplay.
OK, maybe I'm done. I'm not trying to say that cinematics in DAII were crap or anything. This is all just a comment on a quite deep seated aversion I have to cutscenes. And a hope that cinematic style games can go somewhere great.
Modifié par Firky, 22 août 2011 - 09:31 .