Saturday, December 15, 2007

Tired Of Playing Movies?


I recently discussed my "for-good-or-for-ill" decision to make "you" the character of the year, accounting for the recent trend in user-generated social gaming. And I've been thinking that this entire "do-it-yourself" gaming trend comes from a backlash against, say, the newer Final Fantasy games and their ilk. What a fall from grace FFVII and VIII have seen -- what once made young teens dream and weep now makes young adults tease and snicker. But in general, if you gathered up the library of the PlayStation 2, posterchild and champion of the last console generation, and added up all of the minutes of full-motion video scenes and spliced them together into a single long video, how much sitting and watching do you think you'd have to do to get through it all?

RPS hero-o'-mine Jim Rossignol recently declared a moratorium on cutscenes -- at least, whenever it's possible to convey information in an interactive way. "Once upon a time cutscenes were fabulous things," he says. "I ached for the CG because it was so beautiful seeing those sprites being brought to life as full 3D models." Ached is really the best way to describe it -- I'm sure I'm not the only one who can recall shredding the plastic off a new game in a frenzy, popping in the CD and sitting back, ready to have the breath taken away. In those days, cutscenes were actually a reward for playing -- accomplish something great, and suddenly see your flat little gameworld richened, so real you could touch it, or so it seemed back then.

And we still delight in that fantasy-realism. Though I sort of disliked this aspect of it, part of Galaxy's appeal is in seeing Mario and his world look brighter, more lifelike, more touchably vivid than ever before. Last night, I finally peeped the trailer for the FFIV DS remake (Squeenix's site has the kinda amazing full version). God, that game is old. And I'd be lying if I said I didn't find it little surreal and breathtaking to see those characters reimagined in this way. But I also got a scalp-crawl from the Crisis Core trailer, so maybe I'm just a little bit of a latent fangirl.

But largely we got sick of playing this way -- having the game tell us when to stop, and when to go. Good god, I generally do not hate video games. Even a bad game is just a bad game; I don't hate it, per se. But I hate Xenosaga. I freaking loathe it. And I hate it because every two seconds I had to sit through a twenty-minute movie, often after only a few minutes of playing something trite, completing a task the game wanted me to do -- walking my character from one place to another. I felt like a puppet; it was really, really despicably unpleasant. And I have a high tolerance for non-interactivity; many others can only tolerate action games.

And this whole "you're in charge" kind of gaming trend is supposed to be the salve for precisely this principle -- often, we all want something different, so why not give us control of our destinies?

That's nice, but sometimes what we want is to be able to surrender control. For some of us, that's the appeal. Sometimes we don't want to create; we'd rather destroy. Sometimes we don't want to collaborate, we want to be left alone. Because of that, we can argue that do-it-yourself gaming is a cure for these kinds of negative impulses. Why should games be about isolation and violence? Well, because we're human, and we have free will, and sometimes we want to explore darker things when we play, and if I'm told I have to collaborate, network, create and invent instead of experiencing a story and a character outside myself, then I'm still being forced, just as bad as Xenosaga forced me. It forced me, man. I was traumatized. You'd think I'm talking about intellectual rape, here. That is not hot.

Maybe having as little interactivity as Xenosaga did is a bad idea, and created a backlash. But on the other end of the spectrum we have something like Second Life, which I sure as hell hope is not the evolution of gaming. We'll probably all disagree on how much control is too much for a game, and how long a cutscene has to be before it's too long, or whether or not we should have them at all. And as I recently said, it's too soon to establish a baseline. We're all so different -- and the game audience is broadening -- that we may never establish one.

But just because we liked BioShock doesn't mean we're all about to become determinists. Maybe -- hopefully -- next year we'll have a really, really great character at number one on the year-end top five list, and it'll be great because of the way we chose, independently, to respond and relate to it. Maybe it'll be great because of how it responded back.

12 comments:

Chadness said...

To be honest, I like games like Xenosaga, with the monster, story-driven cut scenes (when they put a "pause" feature on them, anyway). I can understand why some people don't, though. I don't hold that against them or anything.

However, I am always open to new ways of telling a story. But, the story is what I'm most interested in. However they can tell a good, compelling, deep story that I can relate with, then I'll be happy. ;)

theCurse said...

In regards to the Second Life comment, I hope that is the way games are going. Now, I really dislike Second Life, but the concept of that experience, that experience perfected, is precisely what I anticipate.

farren79 said...

I used to really love cutscene-driven exposition. I even played and finished all three Xenosaga games.

But then along came 2007. This year, the three greatest gaming moments, the ones that affected me the most, were all in games that tell their story through scenes that don't change your character's perspective (The Darkness, Bioshock and Half-Life 2 Episode 2). The three scenes that I'm referring to (they're too spoiler-heavy to describe) do take control away from the player, but they all have a good narrative reason for doing so. The immersion that resulted was so effective, that I truly hope that Japanese game deveopers take the lesson to heart.

The QTE-scenes that were introduced in Shen Mue and made famous by God of War are also a step up from non-interaction, but they take away from the immersion because there's no link between what you're doing and the onscreen action. Onscreen action, I might add, that you're not even seeing because you're paying attention to the symbols that keep popping up.

Whatever their drawbacks, I'm glad to see that developers are experimenting with new forms of integrating story and gameplay. By playing to gaming's strenghts, the new digital-interactive experiences have the opportunity to tell stories that couldn't have been told as effectively through other media.

kadosho said...

Recently I watched the various cutscenes featured in Sonic 06'. Surprisingly it felt like a nicely paced motif. Although what many naysayers gave it, it was balanced.

Balance is an uncommon thing to see in video games lately. Whether it be some long drawn out story about angst, rivalry, deception, or just some noble act.

I remember playing the first Metal Gear Solid. And a friend asked me, "hey could you get some popcorn?" I asked "Why's that?". "You'll see, just get in ready, and chill" -t'was their explanation.

From that moment on, every now and then I might grab a snack. Seriously, if a game pushes you away just for a break, something's kinda wrong here.

After FFVII, my rpg gaming heart kinda dwindled. I didn't feel interested in being enveloped in cutscenes just to get me further, let me have some focus, not lose it. It all seems so pushy to deliver a story, that it just goes overboard. I miss just being able to decide what I'd like to do.
*Hey how about that bike/sword battle? C'mon lemme have some fun!


Speaking of Shenmue, I played a bit of II about 10 minutes ago. I am pretty close to finding this Yuanda Zhu fellow.. Thing is I havent played it straight through. Something just about the direction that changed from part 1, made it seem amiss to me. Maybe its Ryo's attitude, or just the push everything delivers. Part 1 featured alot of neat conventions, which literally everyone is using.. kinda a shame, another piece of gaming is just copy & pasted. (better yet, if you have "reaction time", just make it solid.. not crappy)

I remember asking Cliffy B. (during G4tv.com's show airtime), "Has creativity in the industry died?" I look back at that now, and kinda wonder if I asked at the wrong time. Looking at where we are now, 2D is making a comeback, with titles like Disgaea, and many more making 3D seem like a pizza missing a few toppings.

Just what is beyond a "movie" lately. If there's a game without a single cutscene, would it be considered a revolutionary, or a critical failure. I am curious if anyone will take a shot, with a design such as this. Who knows, maybe someone might bring in a new idea.. 2007 "Another year, too many sequels, but a few surprises".

Kreon said...

Metal Gear Solid was a FMV-cutscene orgy, exspecially Metal Gear Solid 2.

Well, David Freemans "Creating Emotion in Games" has some very nice statements about cutscenenes. In general its a book about writing characters and storys and how you can put in "tricks" for more emotional attachment (for example he shows how ICO uses the little-boy and helpless-woman gameplay for creating emotional experiences.)

Daniel Purvis said...

To be completely honest, I don't think it's really a case of "I want to control my character, why can't I" because as much games are about the "playing" they're also about the experience the developer wants us to have with the game. Personally I haven't played Xenosaga but if it was that painful Leigh, why didn't you just put the controller down and turn it off? If that's exactly what you did, then why is Xenosaga still frustrating you? If the games vehicle for story is cinematics then maybe it would be better as a film but would it keep you engaged that long? I haven't played Xenosaga but I'm curious to see what it's like now.

farren79 mentions The Darkness, BioShock and Half-Life, which all strip you of control and force upon you a game changing experience. It's quite possible to reject what the developers have done, as I did with BioShock. I completely rejected the last third of that game as a complete waste of my time - it was hypocritical and the finale too dichotomous for my liking. However, the conventions they used were CG, conducted in real time and yet you still had control over your character (in The Darkness) at least.

One of the best examples of a game today that blends story and CG to amazing impact is Call of Duty 4, which is for lack of better description, a mindless FPS.

What destroys a game for me more than CG cutscenes is the use of box text that endlessly appears and cannot be fast forwarded. I'm speaking of Okami here, which could have done with more CG film (in the classic art style of course) and less text.

I think that the rant over at RPS while raising some very important points such as the inclusion of information in the environment to be found or looked over at will, conveying story to those seeking it makes some unfair assumptions regarding "most gamers". It's true that gamers would like to do more of the cool stuff seen in cut-scenes while playing the game, however it's not always possible. And the developer often likes to include awesome looking stuff in games to make players go woo. The unsuccessful result is the timed button press sequences, which to be honest, I'd rather have replaced with a cut scene instead. Let me watch this cool stuff instead of forcing me to press a button in some lame attempt to fool me into thinking I have some control.

True, if Xenosaga is just a series of 20 minute films then I'd probably rather not play it but at the same time, CG still has it's place. What would Abe's Oddysee be without it?

Once again, I ramble. Promise: One day I will write a structured and intelligible response. Just not today!

Cory said...

My take is that cutscenes are a fad tied very closely to the popularization of the CD-ROM. Two easy notables are the Myst games and, as you said, Final Fantasy VII, but I'm certain you could dip a ladle into mid-'90s gaming and bring up an gunky mess of terrible FMV-based gaming.

So yeah, I disagree with the assertion that YOU-based gaming is a reaction to the abuse of cinematics. Over-reliance on cinematics was just an embarassing technological fad, I think. It's a little like when we saw lots of lens flares in late '90s web art.

I think it's just taking a while to shirk cinematics off completely because lots of game developers still secretly envy the film medium.

Oh, and I speak as somebody who LOVED Xenogears, back in my impressionable, teenage years.

Robert said...

Its not so much they envy film as they ape it. The language of film is well developed. From framing to cutting to music cues everything has been tested through to convey emotion. Games haven't established a separate storytelling form and it might not really be possible to do so.

As to cut scenes, it goes back to storytelling. Many games don't have cutscenes to speak of but thats because they don't rely on story. You have your 4x4 strategy games like Civ. You have you sim games like Flight Simulator. Racing games. And of course most sport titles don't have any story in general.

This goes back to what you want to do with the game. If you want an interesting main character you'll lose freedom. More freedom, you lose cutscenes but end up with Oblivion where all story is told through blocks of text.

Anonymous said...

Erm...The Elder Scrolls?

Steve said...

I like to think of it like this: With linear, cutscene-driven games, we have a shared experience.

With a decision-driven game with multiple outcomes and more fluid results, we all have unique ones---or at least the same ones with some variation---to share with each other.

My Civ 4 "stories"--whoa, Gandhi totally nuked me after I'd take out Genghis Kahn---are way more interesting and fun to share than a linear, narrative-heavy campaign in any other strategy game, to use one example.

elvisizer said...

i know what you mean about xenosaga. but the story and cutscenes were so interesting, i just didn't care. like farren79, i've finished all 3 xeno games, as well as xenogears.

nectarine said...

I was thinking about a comment on this for ages, but it ended up just merging into my thoughts about Portal. Which I finally blogged. I figure it's not unethical to mention my own blog posts if I do it in a dying thread right?