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Still no one has given me any heads up on good current RPG franchises other than mass effect.
Yeah, you're absolutely right. I'm just arguing that it's a poor design decision. If you make a game with lots of cutscenes, aren't you cutting out the player-game interaction? That's like releasing a movie with lots of text on the screen--you're cutting out the biggest strength available to the medium, so you'll have to rely on other tools to capture the audience.Using cut scenes in games is perfectly fine. Interaction with the player, like all aspects of game design, should be controlled to the director's taste. I can see why people prefer fewer um interactive cut scenes in their games, but honestly it's getting on my nerves how much I'm hearing these days that cut scene heavy storytelling is the devil.
Cut scenes allow a lot of things that you don't get out of games
like Half Life. The player gets a breather and can let go of the controller for a bit, the camera angles are pre-determined so you won't miss out on something going on if you're not looking, and most importantly how much control the player has on the experience is controlled. not every game should be attempting to immerse the player so much into his character, as say Half Life.
That isn't to say that the other way around isn't good. I like both and appreciate both - what happens between the gameplay is not nearly as important as the gameplay itself, which is why I would love to see this debate die. If 90% of stories in games were done the Valve way, people would praise the devs who give a more scripted experience, simply because it's different.
To argue that games themselves are "interactive" thus all components must allow player interaction is, to me, arguing for a gimmick. Director controlled interactivity is important to design and storytelling, and even can be used as experienced commentary on the player and character connection as well. It's why Metal Gear Solid 2 and 4 are so brilliant to those of us who can look deeper past the shallow-most plot lines.
Final Fantasy 13 was a poorly designed game because the afternoon drama plot couldn't carry the mundane gameplay and hallway-cutscene-hallway-cutscene pacing. It's not right to blame the design philosophy itself when other directors are using it well.
I disagree, there are ways to give players breathers without resorting to cut scenes. The video communication logs in Dead Space or just by simply allowing the player limited movement (everywhere in Call of Duty: Modern Warfare). Alpha Protocol did them very well by making them not only interactive, but critical to the experience.