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echo: apogee
to: KEN PRETTY
from: JONATHAN FINGAS
date: 1998-01-23 12:09:00
subject: RE: Prey, cutscenes

 KP> well...i think joe is saying that in a 3D game where the point is to
 KP> run around, kill stuff violently and escape with your life cutscenes
 KP> take away from the action, slow down the game, eat up HD space and
 KP> just generally dont fit in..
  I never really said that the cutscenes should permeate every single level 
of a game (unless it's Jedi Knight, but that game is generally slower-paced 
anyways).  But you should have an introduction to get the gamer worked up, 
and a finale to reward the player for his/her hard work.
 KP> but i suppose that in a game like Diablo or Bladerunner (which i've 
ever
 KP> played) they would serve some sort of a purpose..
 KP> im split on the topic i suppose...cutscenes often just pretty up a
 KP> shoddy game (take for instance all those crappy SegaCD games..) and
 KP> while they're fun to watch the 1st time..they get really old and
 KP> annoying when you have to sit throught them everytime you pass level
 KP> 3 or something..
  It depends on how well the cutscene is done.  You can't tell me that 
(assuming you've played it) you don't enjoy watching the intro to Wing 
Commander IV.  Also, the proper pacing can help.  For something like Duke 
Nukem Forever or Prey, the cutscenes would probably benefit from an MTV-style 
"I can't pay attention to something for more than two seconds" presentation, 
with fast chases and camera pans.  In-game cutscenes might be a good idea as 
well.
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)

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