I agree completely, sometimes a minimalistic approach to the story works better than feeding the player with cutscene after cutscenedavidjaffe said:An interesting topic for me as right now, I am in the process of working with the team on our new game to decide if we should REMOVE alot of the more cinematic aspects (i.e. a character who goes thru a profound change as the story moves forward; scenarios that unfold the way I want them to in order to create an emotion in the player)....but the more I work on the game, the more I lean towards PULLING THESE MORE TRADITIONAL CINEMATIC ELEMENTS OUT of the design as they just feel forced....I have NEVER played a cinematic game- that uses cinematic elements- and really felt the game WORKED as an emotional experience...I get the game is TRYING to make me feel and I applaud it but it's using elements from a medium that is not OUR medium and in doing so, pulling me out of what makes our medium so great...
...so for me, right now, I am embracing more of the minimalist approach that games like ICO and HALF LIFE do, where you leave alot up to the player but you create and craft key experiences that you feel WILL create some form of emotion in the player BUT you are not FORCING that emotion (like you would in a movie)....in other words, playing to the strengths of the medium while STILL trying to create something more than just a virtual playground that has no artistic meaning...
...not sure if it's gonna work, but it sure is fun to try!
David
take SMT:N for example you can complete the game ignoring the story completely becuase the game does not force you to understand the story instead the game gives the player the option of talking to NPCs and then by talking to them you can understand the story, yet that is not required to complete the game. something that Xenosaga completely forgot.
same could be said about the approaches in terms of story by games like ICO and SoTC
and if the designer requires the player to watch cutscene after cutscene then by default the designer must present the player a good story as an incentive to sit 20 or 30 minutes of polygons talking which is what Kojima does so well.