@gladspooky said:
None. No games tell good stories.
You must be playing the wrong games. There aren't any that are as vast or complex as some films or books, but then this is a new medium and it is making its way there quicker than films or books did.
@mlarrabee said:
Apparently, I'm one of the few people who think that cutscenes are usually a crutch used to mask poor storytelling technique.
To find out what makes a video game story truly memorable, I usually examine personal examples. In this instance: System Shock 2.
It pioneered the use of audio logs, and used chatter between certain... appropriate characters..., conveying a good deal of story through audio.
There were dozens upon dozens of available text logs, some critical and many ancillary, allowing the player to decide just how deeply they wished to dive into the world.
The visual design alone dispensed very, very much of the story. For example,
It used a couple of cutscenes to demonstrate travel, and when the player character was incapacitated.
Video games (should) stand tall as being a cut above film, for they can most easily make use of nearly every sensory device to convey story elements. I mean, we've even got vibrating controllers to help tell stories! Now we're just waiting for the return of Smell-O-Vision...
@Video_Game_King said:
@ick_bop:
No? That's like saying the text crawl at the beginning of any given Star Wars movie invalidates film as an artistic medium, or that because paintings use lighting/shadow/color/etc. to convey a message, it's impossible for movies and video games to do the same in any artistic manner. Again, the interactive nature alone adds a lot more than you're giving credit for.
If Star Wars delivered the majority of its story through scrolling text, it would certainly invalidate it. I refer you to the TANG "Alone in the Dark" episode (so, so good).
@Video_Game_King said:
So you don't want games with cutscenes? Because that's a massively stupid idea, if true.
"I disagree." Sure. But "massively stupid idea?" That's ridiculous. We're trying to make the internet a bit more classy here at Giant Bomb. Join in, it's fun. And frustrating.
I have emboldened two things that I want to call attention to. The first is that you mention that games can make use of nearly every sensory device to convey story elements. This is true, but it doesn't really give any solid reasons as to why cutscenes are bad, or at least not good. Why, if gaming has the potential to be the best form of storytelling, can it not take advantage of the lower forms? Why can it not combine them all - reading, movies, and its own interactivity - into something that delivers the best of all three?
The second is about Star Wars and delivering the majority of its story through text. I was recently playing Kingdom Hearts 2, which has far too many cutscenes. It's an example of how not to do cutscenes in a game. Every cutscene feels as long as the gameplay segment between it and the last one. However, a game that delivers some of its story through cutscenes - think Dead Space's few cutscenes - is a perfectly viable way of telling parts of a story. Sometimes, the story can be most effective when cutscenes are used. In Resistance 3, I would not have cared anywhere near as much about Joseph Capelli's plight if I had not seen the interactions between him, his wife, and his child in a third person cutscene. Even if the overarching story isn't really all that, I wanted to see the end because cutscenes better illustrated his character and his relationships with other characters.
@BionicRadd said:
I won't go so far as to say cut scenes are bad, but they are not the way I want to experience a story in an otherwise interactive medium. To reference the admittedly excellent text crawl analogy, reading is not how I want to experiences films, either. Films are a visual and auditory medium. If you have to resort to a wall of text to explain your story, then I feel your narrative is ultimately flawed. That doesn't mean bad. It just means you were unable to tell your story within the standard confines of the medium and had to cheat to get all the required info out to the audience. This is how I feel about cut scenes in video games, as well. It's especially true of overly long cut scenes that are poorly written and contrived.
Yes, but remember that while movies can't expect you to read much more than introductory text and subtitles, games can deliver that option. Skyrim is quite an example - there are hundreds of books in it to read. Games are different in that they can combine reading, cutscenes, and interactivity, though I do agree that interactivity should definitely take a large priority over the other two.
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