Bobtheduck wrote:Well, your answer no doubt stems from aversion (which I disagree with, but I digress) to cutscene heavy games.
I have played Final Fantasy X and over 50%](often the player has no camera control, to the benefit of the experience)[/QUOTE]
I will never, ever see "taking away an important part of control for the player" as a benefit. Ever. Especially something as MASSIVELY important as camera control. I have played many, MANY games where I have said in frustration, "I could probably do better at this if the [edit] camera wasn't stationary/would move the way I want it/wasn't so touchy!"
Even as recently as last night on Dissidia where I couldn't dodge an enemy's attacks properly because you can't control the camera, and it went into a "chase sequence" where the camera goes all dramatic, I couldn't see the enemy properly to see what he was doing, and thus was unable to dodge his attacks because the camera wanted to be all "dramatic" and "intense" but got stuck in a wall.
and the way things play out feels like an action movie.
I can't accept this, because the difference between an action movie and a game is that a movie is usually short, and doesn't need involvement from a player. When I watch Predator and they have that scene where they shoot blindly into the jungle, that's awesome. But they do it ONCE. When you do it oh, SIX times (like a low-budget ripoff movie called "Robowar" did), it gets boring and loses its coolness.
So when you have a guy in a movie do a slow-motion dive dodging bullets in the Matrix and shooting his guns, that's pretty cool. But if he did that thirty times in the space of five minutes you'd be thinking "Man this is boring, do something else!"
That's the problem with "cinematic" games. You can do cool stuff for a while, but then it becomes repetitive which really detracts from the fun of the experience. With a game like God of War II, which does a lot of fancy cinematic QTE type finishers on an enemy, they solved the problem by having a LOT of different types of enemies, so you'd fight a few that you did the finisher on, but it never got too repetitive because you'd only see it four or five times before you moved on to a different set of enemies.
There is nothing inherent in a game that says it shouldn't have story, that you should be in control the entire time...
I never said games shouldn't have a story. In fact I encourage it, especially as technology has evolved. Super Mario Bros. didn't need much of a story, and the NES wouldn't have had the capacity to support much of one anyway. However we expect more from games today, especially as Final Fantasy has gone from "randomly wander around and find some dungeons" to something much bigger. The original Final Fantasy's approach wouldn't work in a modern game, because the original limitations were more or less limitations of the hardware rather than the designers' lack of creativity.
As far as the "in control the whole time." No, the player doesn't have to be in control the WHOLE time, but they DO need to be in control a good portion. Because that's the DEFINITION of a game. If I play Monopoly with my family, I'm not always going to be doing something physically. I'm not always moving my piece or rolling dice or handling money. But I am doing it at least SOME of the time.
Part of a game is part of
involvement. If I go to a basketball game and sit in the bleachers and watch, have I played a game? No, because I haven't interacted. I can yell and scream and cheer but I can't have any effect on the game itself. I am not involved. That's what separates a game from being a spectator. It's the difference between fantasy football (actively choosing a team, keeping track of stats) and watching a single football team play a game.
There's no shame in making a game! Let's take MGS4, which I've never played and will never play. I don't know how long the longest cutscene is and I won't make up a number, but I'm sure it's long. Okay, fine. If Kojima wanted to make a movie, why didn't he make a movie? I didn't mind too much the cutscenes in FFXII but I can see why someone would get irritated. I have a bit more patience than most twitch gamers today, but seriously, if I have to sit for more than twenty minutes with absolutely zero involvement or control over anything, that's absurd. ABSURD. I am playing a game to PLAY it. If I want to watch a movie, I'll watch a movie.
And I don't have an aversion to cutscene heavy games as I stated above, with the list of games I have played and enjoyed (and even FFXII, though I hated the combat system, I loved the world and story, so I beat it completely). The difference is, like I said, if I want to watch something where I have no control over the characters or what they're doing or the plot, I'll go watch some TV shows. At least after 22 minutes I won't be saying "So when can I pick up the controller and play?"
Again. There is NO SHAME in making a movie! There is nothing wrong with cutscenes either! But let me put it like this. Let's say you bought a DVD of your favorite movie and every ten minutes it said "PRESS PLAY TO CONTINUE WATCHING THE MOVIE." Wouldn't that be annoying? Why? Because you bought the movie to watch the movie, not to press buttons every ten minutes. A movie is meant to be watched; a game is meant to be played. If you don't want to play something, why would you get a game? If you don't want to watch something, why would you get a movie?
To refer to the hours spent grinding as superior to the storytelling is exactly what I DON'T want.
And yet the funny thing is I don't like grinding and agree that if grinding is superior to storytelling, that's the worst thing that can happen (it's why I refuse to play MMOs, as the entire game is ABOUT the grind).
With FFXII I never grinded, not once. I got my characters to level 99 by naturally playing the game. The ONLY time I had to grind a bit was when I was searching for ingredients to the Tournesol, but then I was looking for specific items. Even then, it had a certain level of interactivity (I had to find enemies to kill) and I was involved ("It dropped a loot bag! Did it have what I need? Crap, on to the next one").
I've dropped RPGs I liked (Disgaea for example) because the grind became tedious and boring. I'd have to level my characters for three or four hours just to play further in the storyline. That shouldn't happen, and if it does, it's bad, I agree.
I just want you to understand that, cinematic sequences aside (having become a standard in all but the simplest of video games), "like a movie" refers to things like great story and visual effects, immersive gameplay, etc.
I still don't get the comparison. How does "great story" immediately translate to "movie?" So nothing but movies have great stories? Visual effects, okay. I'll give you that one. That's a valid comparison. Immersive gameplay DEFINITELY doesn't fit the movie comparison as movies have no gameplay.
So, only one of those three things you say possibly translate to "like a movie."
But even then I've never played a game and went "Man this is like a great movie." I've always played a game and said "Man this is a great game." Maybe it's my fault for not automatically thinking game = movie, my brain is pretty compartmentalized. So perhaps I'm the one to blame for thinking "game" instead of "movie" when I play a game.
If someone were to walk in the room just then, their first remark would likely be "what are you watching?"
Actually during a cutscene on FFXII (when Ashe is talking to the Occuria and receives the Treaty-Blade), my mom walked in and asked what I was watching. Of course, it was a cutscene, so I wasn't actively playing it, but still.
Man this is a pretty interesting discussion.