TheGreatOne
Arcane
- Joined
- Feb 15, 2014
- Messages
- 1,214
Short answer is "both are shit".
Why do you care? It only affects shitty big budget games, which you should not be enjoying in the first place. The kind that attracts designers who want to make movies. Roguelikes, Grand strategy, 4X, shoot em ups/bullet hells, most CRPGs, competitive fighting games, arena shooters, good 2D platformers, TBS, SRPGs, RTS, puzzle games, sim games (=space sim, realistic FPS, immersive sims, flight sims etc), building games... none of these genres are affected by either of those. Point&click adventure games and CRPGs are the closest to being affected by them due to story faggotry, but other than that, these are purely gameplay centric games. And in pretty much all of these cases if they are affected by storyfaggotry, scripted events&in engine storytelling are far more intrusive than FMV stuff: compare the long ass conversations in Warcraft 3 to having to watch a cutscene between missions which you can skip.Anyway, having posted this thread you have outed yourself.
Yours is an uncodexian mind thinking uncodexian thoughts.
The question is how come David Cage, PS3 era Naughty Dog, Rockstar etc don't just make honest to god movies, not why blobbers and 4X games dont have live action cutscenes (though like already pointed, Serpent in the Staglands has some in its intro and its the most monocled RPG of 2015 so far)
You're not really answering my question, just listing technical details that make scripting easier&cheaper to use. What you fail to answer is this: how does a Bioware dialogue wheel differ from a Wing Commander dialogue option? Yes, there are varying degrees of scripting, but in most modern games you're on such a linear track that you might as well take the control away from the player. Take Beyond: Two Souls as an example. I think I read that there's a car chase scene where there isn't a fail state. So you get to steer a car but nothing you do has any influence on anything. And this is a game that's marketed as an "interactive drama action-adventure video game" that has "interactive storytelling".Long answer is:...
No they're not. Proper animation is time consuming and costs a lot more than putting the janitor next to a green screen.Animated cutscenes are much cheaper
The point is that Terra Nova and later Wing Commander titles decided to do their storytelling through live acted scenes. The gameplay exists as a separate entity from the story, water and oil. Not very ideal, as video games are an interactive medium. Many modern games integrate storytelling into the gameplay, which should be a better solution. Yet in so many games developers effectively remove all control away from the player so you can follow the story/action sequence exactly how they envisioned it. While its not really representative of all of FMV gaming, Wing Commander offers a more interactive and branching storyline than the Half Life games, which are completely linear. And even Half Life 2 is way less scripted than modern AAA games.They would still be if they featured exactly 0 FMVs, so that's besides the point.
When you think about it, separating the game into gameplay and story bits is starting to become a thing of the past. These days AAA games dont suffer from excessive cutscenes as much as they suffer from half the game being one big playable cutscene.
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