Sadly, I can see Shawn getting into these kind of podcasts "disagreements" many more times... It could be good podcasting, or just annoying podcasting.Crusade said:Yeah I didn't like Bryan ganging up on him too, he'll find his groove soon though. I think he has been a little too much at odds with everyone else since he came on though and he's obviously not talking about stuff he agrees upon because he's quiet for really long periods
Mar_ said:Great show and enjoyed every second.
I'm not sure anyone actually understood Shawn's point. From what I understood, he's basically saying because video games are such a new medium, the methods in which the story is being delivered is somewhat immature. Borrowing from other media such as movies.
Such as his example of the first movies being a camera sitting in front of a stage play. Why would you watch a movie like that if you could just go see a stage play? Instead movies have matured and change the camera perspective constantly in order to manipulate the story being given to the viewer. In this way you could say, why would you watch a cut scene? Why not just go and watch a movie? When the industry matures they will have found ways to keep the player in control while still being given the story as it is required. Many games already do this of course, but it's at such an early stage that it's debatable if it's any better than just using a cut scene anyway.
I can understand why no one really caught on to Shawn's point. It's tough to articulate that argument on the spot, let alone this post I have written here (it's taken me 15 minutes in editing and writing just to get the point across myself).
HK-47 said:
1UP Yours: "A One Console Future"
Denis Dyack, Silicon Knights w/Mark MacDonald
That's the thing though. Only games that are already BC can become downloadable xbox originals.Darunia said:I know it's not. But didn't MS announce they had stopped expanding the BC? So if that's true the Originals service would be the only way to still see this game.
Danielsan said:That's the thing though. Only games that are already BC can become downloadable xbox originals.
A man can dream. I would buy it in a heartbeat.Darunia said:Yeah I know... but wouldn't it be possible that they make it bc and get it up on the service? Chances are slim though, but really it's the one xbox 1 game I want to play more than anything else. I didn't own the first xbox so that's tough luck for me.
BlueSummers said:Why is this not on Itunes yet?!
traveler said:And one last thing- I dunno if Shane reads here or not, but I'm curious as to what moment most touched him in MGS3. If he is anything like me, it was the moment where you have to kill the boss yourself. Between that and the other powerful moment in the series for me, (the moment where you can't kill Grey Fox, but are given control to be able to in MGS1) I find it interesting that the series held up as the pinnacle of cinematic storytelling in games draws its most emotional scenes not from its signature feature, but from player-controlled storytelling akin to moments in the HL series. (I've brought this up before, but never really seen it discussed.)
:lolMcBacon said:3rd week in a row now - Garnett, stop belching you're a grotesque monster
dr3upmushroom said:Liar.
tanod said:Last week: Resistance
This week: Metal Gear
Next week: Halo
To me, these examples reflect a failure on the part of the game designers at the conceptual stage. They're not writing for the medium; they're grafting a story onto a game, or vice versa. That's why we get all of the awkward exposition. That why we see the incongruities even in Half-Life 2 or SotC. Hennig's HL example highlights a problem with Valve's execution, not with in-game storytelling itself. It's going to take awhile for that sort of storytelling to feel as natural as it should in games, but it's going to take even longer if developers spend all their time avoiding it by making prettier cutscenes. Those just address the symptoms, rather than the illness.nib95 said:I totally disagree with Shawn on this. And I appreciate the point Amy made. Cut scenes fore us to follow a certain story, or focus on specific emotions and actions, as if to fully realise the character(s) we're watching. When you give full control to a player, sometimes they can drift or look away, using that control and totally miss narrative points of importance. Be it emotions in facial expressions, actions from different angles etc. Take the "Would you kindly" revelation in Bioshock. Were it not a cut-scene, the wrong movement or angle if it were in-game could have totally ruined the atmosphere and suspense of the scene.
Another example, Aries in FFVII being stabbed for instance. Can you imagine that being done in-game as opposed to a cut-scene? It wouldn't have had nearly as much force. You would have basically only seen the back of her as Sephiroth jumped down and jabbed her. You may not have even caught it, or Sephiroth, his face etc depending on the speed at which you moved or the angle at which you were watching. Cut-scenes while not always the best option, are still essential to convey certain narrative elements imo.
dark10x said:I find that some of the most impressive introductions are those which directly involve the player, but still remain rather scripted. Bioshock did a fantastic job of this. The introduction allowed limited player movement and full camera control, but presented a linear series of events that set the stage for what was to come. It was brilliantly handled. The Half-Life series also handles this very well in that the introductions are usually devoid of actual combat and instead focus on bringing the player into the world.
dfyb said:Amy Hennig basically mirrored my argument against Shawn's "cutscenes are bad" argument. as much as i like half-life, i don't necessarily think every game needs to tell a story like half-life does. it's silly to say cutscenes are not a valid tool for games to deliver story. games are not totally unlike film -- games are basically capable of absorbing the qualities of film, so it's only natural for games to borrow things like cutscenes.
and Shawn still doesn't seem to get that metal gear solid's delivery (dialog, script, action, etc) are arguably postmodern in nature. it is intentional. it is ridiculous, it is sometimes silly, but it's not by accident. metal gear solid games are masterpieces, just like half-life games -- they simply go about it differently (in terms of delivery but also in terms of how the dialog and script is written).
edit:
supporting argument:
Y2Kev said:Amy's best weapon lies in HL2 itself, IMO: With Alyx being so totally animated and so completely realistic and human, all you can do as Gordon Freeman is hold a gun in her face.
Well that's really the only game I can remember you using as an example of good story telling without cutscenes. Can you give more examples?FartOfWar said:And I don't think every game needs to tell a story in the way that Half-Life does either. Not sure where this is coming from.
FartOfWar said:I just want to tell you (and remind Shane as well) that you're throwing the term postmodern at someone who did a grad program in humanities. This isn't necessarily a good thing. But it sure as hell means that postmodern isn't the magic word for me that it is for you. Maybe Glanton can jump in here for me as I have to go at the moment. : )
And I don't think every game needs to tell a story in the way that Half-Life does either. Not sure where this is coming from.
stotch said:It's an FPS. If they made it a dating sim - wait a minute, there's a lot of interaction in half life 2. What are you comparing it too? (joking - Shawn even said that he didn't want no cutscenes, just that the genre find it's own language)
acevans2 said:Well that's really the only game I can remember you using as an example of good story telling without cutscenes. Can you give more examples?
Well deserved Downloading the show and the Brodeo as we speak. You guys are killing GDC this year.skip said:reallly drunk now, pictures on blog tomorrow.
Yup, exactly the example i wanted to make. Like hanging out in his girlfriend apartment, the option to sit with her on a couch and stuff like that made me feel much closer to that character than running circle's around Alex.Ceb said:HL2 - while being mostly awesome - is also one of the worst examples of the "camera on a stick" feeling that FPSs should've done away with by now. The Darkness had its faults, but it did a much, much better job at conveying the feeling of you actually controlling a human being.
But ICO does use cutscenes, granted that you get your emotional bond in the gameplay but it still takes control out of your hands when it wants to tell you something.stotch said:ICO? Sort of nudging on the analogue stick even in the stressfull scenes. Bits of the narrative unfolds as you nudge or push the controller ... it's ... yeah ...
dfyb said:
tha_con said:The only problem with narration in 1st person perspective entirely (i.e HL2) is that it leaves very little room for additional perspective, and you only get one 'side' of the story so to speak.
Sometimes it's nice to just pull back and see a little bit more, and actually experience everything from multiple perspectives. I don't think there's anything wrong with mixing both in and out, and was actually something I found was mixed quite well in The Darkness. It wasn't an amazing game, but it has a great share of story telling through both 1st person perspective, and 3rd person, and it works out wonderfully when needed to add some extra perspective. Something just can't be 'captured' through 1st person.
Opus Angelorum said:I'm going to just come out and say it:
Shawn is too intelligent for this podcast.