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Cutscenes in video-games: YAY or NAY?


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#26
android654

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You say Portal and Bioshock, but COD does the same exact thing, yet it receives so much criticism for it. It's a good mechanic and it works well, but doesn't mean cutscenes don't have the same level of importance. I depends on how the devs intend to display their story to their audience.

#27
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CrustyBot wrote...

Also, why does everyone keep mentioning Skyrim? I mean, I get that not everyone has played Thief, but surely Skyrim isn't the only game with non-cinematic storytelling that people play.

Shouldn't the BioShock games warrant a mention? Or even the Portal games.


BioShock and Portal still limit the players at some points to specifically draw their attention to a certain object or event. If I'm not mistaken, there are plenty of moments in both games where your character is "frozen" and the camera is "frozen" and focussed on a specific event or object.

Skyrim does not do this and is one of the few games that is truly free from cinematic events where the player controls are limited. Some people like this, some people don't Personally I believe that with Skyrim's approach, they limit their capability of telling a good story. While I greatly enjoyed Skyrim, I think the story was shallow, lackluster and forgettable. I believe that his is because Skyrim doesn't have cutscenes, cinematics or scripted events.

#28
Elhanan

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Luc0s wrote...


BioShock and Portal still limit the players at some points to specifically draw their attention to a certain object or event. If I'm not mistaken, there are plenty of moments in both games where your character is "frozen" and the camera is "frozen" and focussed on a specific event or object.

Skyrim does not do this and is one of the few games that is truly free from cinematic events where the player controls are limited. Some people like this, some people don't Personally I believe that with Skyrim's approach, they limit their capability of telling a good story. While I greatly enjoyed Skyrim, I think the story was shallow, lackluster and forgettable. I believe that his is because Skyrim doesn't have cutscenes, cinematics or scripted events.


I partially disagree. I find some of the moments in Skyrim to be well told (eg; the escape from the city in origin; meeting the Emperor in the DB) in their own fashion. The writing scattered throughout the game have some touching examples of drama, and some pleasing moments of humor.

However, I could see the inclusion of short meaningful cut-scenes might augment some of the tales, but they are nor needed. More time in dialogue between characters might be a preferable way to go instead; less reliance on the lore.

#29
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android654 wrote...

I suppose I'm in the minority that prefers cinematic style games to traditional RPGs. IF it were up to me, more games would be done in the style of Uncharted, Max Payne, Heavy Rain, Binary Domain, Half Life 2 and Metal Gear Solid 4.This gives the developers of the game more room to write a better story which gives the player more reason to care about the game. In games like Fallout and Skyrim if you don't really dig deep to find the story, you wont find it. It also allows the writers to write something that has more depth, to the story, it's characters and the situations they try to write. Without cutscenes it has less of an impact and by the same token doesn't deliver the story the writers intended.


Everything This!!! Funny thing i was watching Fellowship of the ring today and i thought to myself. If there was ever an rpg that would give me this feelingi would buy every single copy. The cinematics in that movie were beautiful and i would love to see them in an rpg one day. /justanexample 

#30
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Elhanan wrote...

I partially disagree. I find some of the moments in Skyrim to be well told (eg; the escape from the city in origin; meeting the Emperor in the DB) in their own fashion. The writing scattered throughout the game have some touching examples of drama, and some pleasing moments of humor.

However, I could see the inclusion of short meaningful cut-scenes might augment some of the tales, but they are nor needed. More time in dialogue between characters might be a preferable way to go instead; less reliance on the lore.


Skyrim does a decent job at getting their narrative accross. All examples you just gave are examples of narrative, not story (yes, there is a difference).

Skyrim has some nice narrative moments, but OVERALL, if we look at the big picture, I think Skyrim's story, or at least it's presentation, is quite lacking an shallow.

I think cutscenes could have done some amazing things for Skyrim. Let's compare Skyrim to The Witcher 2 for a moment:


In Skyrim, we have Ulfric who killed the High King before the start of the game. We're told about it, but we never see it.

In The Witcher 2, we have Letho who killed king Demavend before the start of the game. We're told about it, but we also see it in a nice little intro that plays before the start of the game: 


Let me ask you: Are you impressed by Ulfric's deed? I'm certainly not.

And are you impressed by Letho's deed? I certainly am! That intro cinematic showing us how Letho killed the king is simply so damn impressive!

I honestly believe Skyrim would be more epic if it has a similar intro showing Ulfric's battle against the High King. It would really set the mood for the rest of the game, just like the intro with Letho did for The Witcher 2.

Modifié par Luc0s, 19 mai 2012 - 04:46 .


#31
Sajji

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There are games I like cutscenes and there are games I do not.

Cutscenes can be an excellent way to tell part of a story. It is only natural, as movies are obviously 100% a cutscene and this form of media and storytelling is established into standard human perception.

Cutscenes can do two things: tell a story directly or set a framework. One thing it does is provide concrete and certain portrayal. Depending on desire, this can be very positive or very negative. Cutscenes as a whole can be very positive or very negative as well, depending on what a player is trying to obtain and possess from a game. Cutscenes can show an amazing sequence, and it can break immersion, not just from a perspective standpoint, but from a gameplay standpoint as well.

There are both positives and negatives. I enjoy games with and without cutscenes...its like flavor of soda.

Modifié par Sajji, 19 mai 2012 - 04:57 .


#32
Sajji

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Luc0s wrote...

CrustyBot wrote...

Also, why does everyone keep mentioning Skyrim? I mean, I get that not everyone has played Thief, but surely Skyrim isn't the only game with non-cinematic storytelling that people play.

Shouldn't the BioShock games warrant a mention? Or even the Portal games.


BioShock and Portal still limit the players at some points to specifically draw their attention to a certain object or event. If I'm not mistaken, there are plenty of moments in both games where your character is "frozen" and the camera is "frozen" and focussed on a specific event or object.

Skyrim does not do this and is one of the few games that is truly free from cinematic events where the player controls are limited. Some people like this, some people don't Personally I believe that with Skyrim's approach, they limit their capability of telling a good story. While I greatly enjoyed Skyrim, I think the story was shallow, lackluster and forgettable. I believe that his is because Skyrim doesn't have cutscenes, cinematics or scripted events.


You forget what kind of game Skyrim is. It's a TES game. If I'm living through my character in another world, why would I see a cutscene?

#33
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Sajji wrote...

You forget what kind of game Skyrim is. It's a TES game. If I'm living through my character in another world, why would I see a cutscene?


I don't think I fully understand what you mean. So before I answer to that in completely the wrong way, I'd like you to please explain yourself a bit further, if you can.

#34
Elhanan

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I cannot compare, as I do not play the TW series; do not like profanity and graphic sexuality in games. And this is on point because some devs include cinematics that I do not wish to see or hear in my games.

Where Skyrim may have used a cut-scene effectively; the brief transition between there and Sovngarde in pursuit of Alduin. But again, it was not needed. As someone else mentioned, the opening of ME2 was a masterful use of a cut-scene. But some of the lengthier ones in the middle of the game were often more of a distraction and time to gather snacks than required storytelling.

From the cinema, Star Trek: TMP is a perfect example of losing site of the tale in order to add long pictorial shots. It is far more difficult to recall specific moments from this film when compared to the immediate sequel; The Wrath of Khan. Here, lines of dialogue are oft quoted, and it reaches fans so much more than 10 min views of alien wessels.

#35
Sajji

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Sure. The Elder Scrolls advertises the fact "live another life in another world", and there is a sense of realism to that in regard to perspective. I'm not saying NPC characterization (outside of Sheogorath) couldn't be better and better portrayed, I'm saying envision yourself, literally, right now, in Skyrim. You have a sword and a shield, and you're exploring. Would your eyes see a cutscene? If there was a dragon attack somebody told you about, would you see a cutscene flash before your eyes showing you it? In real life, in reality, people don't see cutscenes. And that's how it is for your Skyrim character. Your Skyrim character is living in the world of Skyrim. Your character perceives the world precisely how you would if you were there yourself with your own eyes. You basically are there yourself, with your own eyes, through first person perspective.

#36
naughty99

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I enjoyed David Jaffee's presentation about this exact topic.

Essentially he's arguing in favor of games where the player takes a more active role in the storytelling, rather than games with lots of cut scenes where the interaction becomes more passive.

I have enjoyed games that contain cutscenes, but I feel that expressing the narrative through the course of gameplay instead is a more elegant and ultimately more enjoyable approach for the player.

While a cutscene is playing, the player is passively watching a little movie, all you can do is try to skip it, or (even worse) mash some button for a quick time event. And certain cut scenes are unskippable, which is one of the most frustrating features of some games.

In novels, the story is expressed through written dialogue or descriptions of events, as well as occasionally the internal thoughts of characters.

In films, the story is shown, rather than told, and still expressed through dialogue interactions between characters and a planned sequence of filmed events.

In games, the story can be "shown" in pre-planned narrative cut scenes, similar to films, but I find it to be more enjoyable when experienced first hand by the player actively interacting with NPCs and the world, taking actions and making choices in the course of playing the game instead of a "time out" to watch a movie.

Modifié par naughty99, 19 mai 2012 - 05:20 .


#37
termokanden

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I am usually not that fond of cutscenes. Gameplay first, everything else second.

If you do include cutscenes, make them skippable, and never insert a 10 minute unskippable cutscene before or immediately after character creation. Violation of these rules should result in Clockwork Orange style forced watching of the trololo man.

#38
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naughty99 wrote...

I enjoyed David Jaffee's presentation about this exact topic.

Essentially he's arguing in favor of games where the player takes a more active role in the storytelling, rather than games with lots of cut scenes where the interaction becomes more passive.

I have enjoyed games that contain cutscenes, but I feel that expressing the narrative through the course of gameplay instead is a more elegant and ultimately more enjoyable approach for the player.

While a cutscene is playing, the player is passively watching a little movie, all you can do is try to skip it, or (even worse) mash some button for a quick time event. And certain cut scenes are unskippable, which is one of the most frustrating features of some games.

In novels, the story is expressed through written dialogue or descriptions of events, as well as occasionally the internal thoughts of characters.

In films, the story is shown, rather than told, and still expressed through dialogue interactions between characters and a planned sequence of filmed events.

In games, the story can be "shown" in pre-planned narrative cut scenes, similar to films, but I find it to be more enjoyable when experienced first hand by the player actively interacting with NPCs and the world, taking actions and making choices in the course of playing the game instead of a "time out" to watch a movie.


I have this video in response:

http://www.escapistm...A-Failure-State


basically, I absolutely 100% fully DISAGREE with everything David said in that video.

A cutscene is a valuable thing. Sometimes a certain piece of narrative is better provided through a cutscene than to in-game interactve gameplay. A cutscene can also add to the in-game gameplay moments and enhance them. Think of a level boss that is introduced through a cutscene. The game introduced the boss to you. You get the time to prepare yourself mentally for the upcomming battle. The cutscene can give you an impression on what you are about to face in the game. Then, after the cutscene is over, the fight starts and you gain full control over your character. At that point, you're totally and completely ready to take this motherf*cker down. 

A cutscene can also add extra background information to your story that otherwise can't be provided. For example events that happen outside the vision of your player character can be shown through a cutscene. You, the player, are doing a specific thing and meanwhile, at the same time, a badguy can be doing another thing at another place. At cutscene can show the activities of the badguy by simply "jumping" to the badguy and showing what he's up to. This can't really be done without a cutscene.


Cutscenes can add a lot of positive things to a video-game and they can certainly make a game better and more memoriable. To dismiss cutscenes as a valuable tool altogether is simply ignorant.

I'm actually shocked and amazed that David Jaffe could say such a big pile of BS. All of the sudden my respect for him has dropped greatly.

Modifié par Luc0s, 19 mai 2012 - 06:12 .


#39
naughty99

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termokanden wrote...

I am usually not that fond of cutscenes. Gameplay first, everything else second.

If you do include cutscenes, make them skippable, and never insert a 10 minute unskippable cutscene before or immediately after character creation. Violation of these rules should result in Clockwork Orange style forced watching of the trololo man.


Long, unskippable cut scenes can certainly ruin the replay value of a game.

#40
Kaiser Arian XVII

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They were great in old games till 2004 (I have a grand void in Video gaming between KOTOR II and Mass Effect 1, I discovered many games in this perioud later) ... They look great in NWN2, JK series, ME1, ME2, DAO, WH40K: Space Marine etc.
what's so awful about them now?

Modifié par Imperial Sentinel Arian, 19 mai 2012 - 06:45 .


#41
Il Divo

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Confess-A-Bear wrote...

See thats a neat question can you really say the things in Halflife arn't cutscenes? I mean yeah its no uncontrolled CGI. BUT nearlly all of them were scripted to stop player movements, or when the player had no choice but to do such and such. The only major change was that it still takes place in game minus in a movie reel. But fundamentally with improvements in game quality game play and the cutscenes now can blend flawlessly. So is it really not cheap story telling as well, as it were?

I don't see a big diff there. I mean both your PC is stoped, both have scripted sceans. Its just in one case the camera angle is still in your head.

On that note though, I think the GTA games get a nice mix of the two in and is a good bet to go on story telling in a manner.


 I try to think back to the literal definition of the word Cut-scene "To cut to a scene", which Half-Life never has you do, if I recall correctly. Sure, there's moments where your actions are restricted, but almost always they are the result of in-character restrictions (Gordon cannot move) and rarely arbitrary.

The location of the camera angle emphasizes perspective- you = Gordon Freeman in Half-Life. You =! Master Chief during cut-scenes. I think the critical distinction in understanding why people say the former is more impressive is that the scripted sequence cannot be replicated in a film (you have no control over the character), so it's more applicable as a key distinction of gaming.

#42
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Il Divo wrote...

I try to think back to the literal definition of the word Cut-scene "To cut to a scene", which Half-Life never has you do, if I recall correctly. Sure, there's moments where your actions are restricted, but almost always they are the result of in-character restrictions (Gordon cannot move) and rarely arbitrary.

The location of the camera angle emphasizes perspective- you = Gordon Freeman in Half-Life. You =! Master Chief during cut-scenes. I think the critical distinction in understanding why people say the former is more impressive is that the scripted sequence cannot be replicated in a film (you have no control over the character), so it's more applicable as a key distinction of gaming.


While this is correct, I have to ask you: Why do you think the former is better than the latter?

Sure, sometimes the former is better than the latter, but sometimes a cutscene is needed if the developer wants to show something to the player that cannot be shown without a cutscene. A good example is the finale of Mass Effect 1. You are rushing for the Conduit in the pursuit of Saren, meanwhile Sovereign is already at the Citadel trying to hijack it. This can only be shown in a cutscene. Because Shepard is still on Ilos while Sovereign is at the Citadel. So to show what Sovereign is up to, we cut to a scene, e.g. cutscene. This is a good thing, because when BioWare showed us Sovereign hijacking the Citadel, it gave us a sense of urgency. We knew that sh*t has hit the fan and we need to hurry because now we saw with our own eyes what is at stake. Such a sense of urgency and knowing what is at stake could, at that moment, not be achieved without the use of a cutscene.

So obviously cutscenes have some merits that can't just simply be dismissed. Cutscenes can do thing that gameplay can't.

Modifié par Luc0s, 19 mai 2012 - 06:36 .


#43
Addai

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Luc0s wrote...

Confess-A-Bear wrote...

If Skyrim had huge cutscenes and removed all books the TES fans would riot in the streets.


And what if Skyrim had huge cutscenes AND all the books? That's something I'd like to see.

In fact, I think Dragon's Dogma already does this to a certain extent. Dragon's Dogma provides a sandbox experience in a wide open-world, just like Skyrim, yet Dragon's Dogma also has plenty of cutscenes to enhance the mood and to introduce new character and elements. I quite like it and I'm looking forward to the full game.

Besides stealing away development zots, such cutscenes would become the point of the game for many people and leave the "deeper" lore redundant and/ or superfluous.

Besides, the screams of TES fans would rip Nirn asunder.  Some of them already complain loudly about the opening cinematic.

I'm in the non-cinematic camp.  I can enjoy cinematic games, but ultimately find them forgettable.  An experience that makes me work a litle harder, that's more intuitive and literary, makes a deeper emotional impact and stays with me longer.  IDGAF if I'm in the minority.  If people don't make games I like, I just do something else.

#44
RedArmyShogun

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CrustyBot wrote...

(Will decide to post because instead of bowing out, I like to have the last word).

We're not really disagreeing, I didn't say no cutscenes period. Just that there are better ways to show, not tell a story or atmosphere. If that's impossible by other means, then a cutscene is fine and can work well depending on how well the cutscene is made.

I'm just disputing the premise of the cutscene itself being special or integral to storytelling.

It's just natural evolution of technology. First, it was static screens with walls of text, then it was externally rendered animations, now it's mocap sequences. There'll be something in the future that will make the current level of cinematics unacceptable for gamers in the future. Possibly something to do with it's pre-scripted nature.

We're already seeing some progress with things like kill-cams or takedowns and the like.

Also, why does everyone keep mentioning Skyrim? I mean, I get that not everyone has played Thief, but surely Skyrim isn't the only game with non-cinematic storytelling that people play.

Shouldn't the BioShock games warrant a mention? Or even the Portal games.


(Boo I have last last word!)

Oh its not impossible by other means at all, in fact I prefer a mix of several if not all the factors at the right times, or in some cases none of them at all.

Ehh I'ld say its special, well when it first game out now its....ehh. Good and fitting, or way the hell overused.

Bioshock I can't speak for. I hated that game. But Portal, hmm I think that dealt more with a one on one situation with white rooms. There was nothing to see, nothing to tell, you had to survive. Portal had no story at all short of that, or least not special. I only brought Skyrim up as well on the cities and battles, it failed.

I have no doubts eventually we'll have some new gimmick, that will be overused at some point. That is barring the every day more and more likely collapse.

#45
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Addai67 wrote...

Luc0s wrote...

Confess-A-Bear wrote...

If Skyrim had huge cutscenes and removed all books the TES fans would riot in the streets.


And what if Skyrim had huge cutscenes AND all the books? That's something I'd like to see.

In fact, I think Dragon's Dogma already does this to a certain extent. Dragon's Dogma provides a sandbox experience in a wide open-world, just like Skyrim, yet Dragon's Dogma also has plenty of cutscenes to enhance the mood and to introduce new character and elements. I quite like it and I'm looking forward to the full game.

Besides stealing away development zots, such cutscenes would become the point of the game for many people and leave the "deeper" lore redundant and/ or superfluous.

Besides, the screams of TES fans would rip Nirn asunder.  Some of them already complain loudly about the opening cinematic.

I'm in the non-cinematic camp.  I can enjoy cinematic games, but ultimately find them forgettable.  An experience that makes me work a litle harder, that's more intuitive and literary, makes a deeper emotional impact and stays with me longer.  IDGAF if I'm in the minority.  If people don't make games I like, I just do something else.


Fair enough. To each their own. As long as you do realize that you gravely limit the storytelling possibilities for the developer by not allowing them to use cutscenes. The example I have in my post above yours about Mass Effect and Sovereign, will never be possible in any TES game as long as no cutscenes are used.

If you are fine with that, than more power to you, but I'm not fine with that. I rather play a game that puts more effort into telling a deep story from multiple perspectives and angles. And I don't give a flying f*ck what David Jaffe has to say about games not being meant to tell stories. Just because games aren't "meant to tell stories" doesn't mean they can't be used to tell great stories. Artistic freedom and everything, you'll figure it out.

Modifié par Luc0s, 19 mai 2012 - 07:04 .


#46
Addai

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Luc0s wrote...
If you are fine with that, than more power to you, but I'm not fine with that. I rather play a game that puts more effort into telling a deep story from multiple perspectives and angles. And I don't give a flying f*ck what David Jaffe has to say about games not being meant to tell stories. Just because games aren't "meant to tell stories" doesn't mean they can't be used to tell great stories. Artistic freedom and everything, you'll figure it out.

I'm more interested in a game that prompts me to tell my own stories.  Watching other people's stories, that's something I can get much more cheaply through Netflix.

#47
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Addai67 wrote...

Luc0s wrote...
If you are fine with that, than more power to you, but I'm not fine with that. I rather play a game that puts more effort into telling a deep story from multiple perspectives and angles. And I don't give a flying f*ck what David Jaffe has to say about games not being meant to tell stories. Just because games aren't "meant to tell stories" doesn't mean they can't be used to tell great stories. Artistic freedom and everything, you'll figure it out.

I'm more interested in a game that prompts me to tell my own stories.  Watching other people's stories, that's something I can get much more cheaply through Netflix.


Perfect! If Skyrim helps you in writing your own stories then that's awesome! Be sure to share your stories with us, okay? I'm really curious what kind of stories Skyrim allowed you to come up with (and I'm super serious about this, I truly do want to read your stories that you wrote).

Modifié par Luc0s, 19 mai 2012 - 07:26 .


#48
DahliaLynn

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I pretty much agree with everything Jim Sterling said. Let's not forget, in any video game, the loss of control isn't only during cutscenes. Once can only "write" ones own story within the limitations of the setting and dialogue provided by the developers. Sure there will be variations, but in the end, you will have to follow some prewritten questline in order to progress through the game.

I really can't add much more to what Jim said. I can only mention that, if you have a story that is being told, sometimes a first person only approach (no cutscenes) limits the player from experiencing moments outside of his own point of view. This can be an excellent tool to manipulate the player's emotions. Beyond this, clever use of camera angles, music and edits can make a moment vastly more emotional (as Jim said) as opposed to the player controlled camera view.

In Skyrim, had I not looked up, I would have missed a dragon flying over me, or someone's head about to be cut off. A cutscene could have helped me understand better what was going on around me, as opposed to leave me with the possibility to be oblivious to what was going on, ruining possible mental connections on events happening further along the game.

In the end, I feel cutscenes should be used wherever they can assist story progression, and if possible, be an expected moment by player choice. Similar to what the DA games do.

An article about cutscenes used in a way which would cause most people to vote nay.

Modifié par DahliaLynn, 19 mai 2012 - 08:13 .


#49
Beerfish

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They are very important to relay information to the player that can't be done in game for one reason or another. The game maker has to be careful that they don't force players actions in cutscenes and also they have to be carefuel where and how they are placed. ME1 was very nasty for having long cutscenes just before some tougher boss fights in which you had to go through the whole scene if you failed in the fight.

#50
SOLID_EVEREST

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Games are definitely a great way to tell stories, I'd argue. Games like Planescape: Torment, Blade Runner, Alpha Centauri are perfect examples. Cutscenes are okay with me as long as they don't overkill like what I've noticed the ME series does and Dragon Age to some extent. I'd rather have them be something rare instead of something around every corner; kind of like in Planescape when you ****** off the Lady of Pain (I hope that's her name I forgot it). In some examples, though, cutscenes are extremely atmospheric and perfectly mended into the game even though they are often--like everytime you research a secret project in Alpha Centauri. I really don't know what to make of them. It takes a very strong developer to find the perfect balance, and it depends on what they are trying to do with the cutscenes. I think New Vegas' dam battle could have done well to put some cutscenes instead of trying to tell the ending through that lag fest of a battle.