| My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid? There are a lot of AAA games out there that very clearly seem like the developers wish they were directing a movie instead. Sure, there’s loads of cutscenes to show off some cool visuals. But then they seem to think “ok well we need to actually let the player play now”, but it’s still basically a cutscene, but with extra steps: cyberpunk 2077 had this part where you press a button repeatedly to make your character crawl along the floor and the take their pills. It’s just a cutscene, but where you essentially advance frames by pressing the X button. Then there’s quick time events, which are essentially “we have a cutscene we want you to watch, but you can die if you don’t press a random button at a random time”, and they call it a game. If it’s not that, it’s breaks in play where they take control away from you to show you some cool thing, utterly taking you out of the experience for something that is purely visual. I usually shout “can I play now? Is it my turn?” at the screen when this happens. But I digress… I essentially hate games nowadays because this or similar experience seems to dominate the very definition of AAA games at this point. None of them respect your time, and they seem to think “this is just like a movie” is a form of praise, when it’s exactly the opposite of why I play games. |
I don't think it's a modern thing, I tried playing the original Kingdom Hearts on my PS/2 but gave up because there are so many mandatory videos that are unskippable during combat. Not going back as far, Bayonetta series has a ton of quicktime sequences, that I hate, have to beat an enemy, die to due slow reflexes and unexpected quicktime event, repeat and hopefully get the timing right on button press which is sharp contrast to the otherwise fluid combat in Bayonetta.
There was also at one point in ancient history a very big deal to have cinematics integrate seamlessly into gameplay, using the same engine for both, instead of prerecorded video sequences. So then games did that just as a point of pride, and having the cinematics in game engine it possible for non specialists to add (or storyboard and leaving final result to specialists) cinematics into a game's flow.