Experienced Points: 5 Things To Do If You Use Cutscenes in Your Video Game

By Shamus Posted Tuesday Apr 14, 2015

Filed under: Column 132 comments

My column this week is a list of ways in which games are failing in their attempts to be movies. Last week sort of descended into an argument over whether games should be trying to tell a fixed narrative at all, so this time I thought I sidestep that by coming at it from a different angle: If you’re going to make a game-movie, then you at least need to get the movie parts right.

Some people have mistaken my story-nitpicking for a position that story is paramount. That’s not really the case. I just strongly believe that whatever story we do get should be serviceable. This is actually kind of challenging for a lot of reasons. You just can’t get away with things in a ten hour game the way you can in an hour and a half. Movies are usually consumed in a single sitting. But if a story-driven game can be consumed in a single session it’s considered a huge failure, or at least a bad valueAssuming we’re talking about full-price AAA games, here.. Games are consumed over the course of days, with long breaks between sessions. That gives the audience a lot of time to think about, replay, and discuss the plot. Details that might be glossed over in a movie will become major sticking points in a game.

Worse, we’re a little more picky about character actions when we’re the ones driving. If Commander Shepard works with Cerberus in a movie, I might argue that it’s out of character or dumb, but it’s not nearly as infuriating as being forced to push the buttons to work with Cerberus even though I can see it’s clearly a stupid idea. It’s the difference between seeing someone else fall for a prank, and being the unwilling victim of an obvious prank that I saw coming a mile away.

But game developers seem to be going out of their way to give us the worst of both worlds. They insist on ramming movie-like structures down our throats, but then they slap the story together all half-assed like it doesn’t matter.

Further note: I think it’s time for another mailbag column, so if you have a question for the column then askshamus@gmail.com.

 


 

Diecast #99: Deus Ex, ESA, Lawful Goodness

By Shamus Posted Monday Apr 13, 2015

Filed under: Diecast 313 comments

For the last three weeks I’ve said, “We have a lot of mailbag questions, we really should answer these.” And then Josh takes up all the mailbag time talking about Bloodborne and Destiny. At least, this is how I’ve chosen to remember things. But next week we’re going to try to answer as many as we can, so now is a good time to send in your questions. The email is in the header image.

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Hosts: Shamus, Chris, Mumbles, Josh.

Show notes:

Continue reading ⟩⟩ “Diecast #99: Deus Ex, ESA, Lawful Goodness”

 


 

The Creativity Cycle

By Shamus Posted Sunday Apr 12, 2015

Filed under: Personal 75 comments

A few days ago I said this on Twitter:

When I’m feeling very creative, I generally exhibit a well-defined set of behaviors:

Continue reading ⟩⟩ “The Creativity Cycle”

 


 

Battlefield Hardline Episode 3: Miami Arrest Mans Force

By Shamus Posted Friday Apr 10, 2015

Filed under: Spoiler Warning 109 comments


Link (YouTube)

Thanks to Chris for editing these episodes while Josh was recovering from… whatever.

Also, that thing that Rutskarn does at the start of the episode where he narrates generic cop-man thoughts? I’m pretty sure there’s no upper limit to how much of that I could listen to.

The story in this game is so hilariously at odds with the gameplay that I’m actually angry at them for playing it this straight. Even if the player arrested every possible suspect and only shot when they really needed to, the scene would still end with an explosive chase scene. It’s just absurd to have Dawes show up at the very end of that chase and complain that the suspect’s face was bruised. We’re supposed to be worried about Kai, but there’s no way she could possibly be responsible for as much damage as the player.

So Officer Mendoza… I see here on your report that you – and stop me if I’m reading this wrong – gunned down 12 men and did tens of thousands of dollars of damage to a hotel lobby. Then you took an automatic weapon from the crime scene and used it to kill another half dozen men in a public place. After which you stole a civilian vehicle and initiated a chase which caused five explosions, the death of ten more people, and the destruction of untold city property, including a construction trailer. Also you allege that Officer Kai punched a suspect and hit him with a lightweight wastepaper basket? Based on your report, we’re giving her a two day paid suspension, and you’re sentenced to fifty years in the electric chair.

 


 

The Strange Evolution of OpenGL Part 3

By Shamus Posted Thursday Apr 9, 2015

Filed under: Programming 63 comments

So last time I described how OpenGL used to work in the pre-graphics card stone age. Those were simpler, clearer days. Yes, they were also slow as hell and unable to do much in the way of fancy graphics. But, you know, simple.

But the simplicity couldn’t last. The evolution of OpenGL is basically a long series of refinements where more and more work was gradually moved to the graphics card. Let’s go over them.

Continue reading ⟩⟩ “The Strange Evolution of OpenGL Part 3”

 


 

Battlefield Hardline Episode 2: Stop the Bleating!

By Shamus Posted Thursday Apr 9, 2015

Filed under: Spoiler Warning 100 comments


Link (YouTube)

At five minutes, the protagonist aims his camera at a car and the computer is able to instantly identify the rear passenger by taking a picture of the back of his head at night inside a darkened car through the closed window. That is so silly it actually makes me laugh. It’s the perfect set-up for any number of jokes about technology, privacy, or police funding. But the game plays it totally straight without even a whiff of self-awareness. Working on this videogame would drive me bonkers.

I also have to wonder how many sets of handcuffs the average officer carries around. Is it infinity?

And then agent sidekick plugs her USB device into a laptop to “get a traceroute on an outgoing IP” for a videoconference that has already ended. On one hand, that’s more bonkers than the magic camera that can identify people you can’t see. On the other hand, I take it that’s pretty much par for the course for CSI depictions of the internet.

 


 

Spoiler Warning Battlefield Hardline Episode 1

By Shamus Posted Wednesday Apr 8, 2015

Filed under: Spoiler Warning 130 comments

Josh was sick this week so we couldn’t continue our Absolution playthrough. Instead…


Link (YouTube)

The common defense is that criticizing the story parts of a COD or Battlefield game is like critiquing the story parts of a porno: You’re missing the point. But if a porno spent over half its budget and a third of its running time on story parts, and if they hired AAA actors to be in it? Yeah, I think that’s worth a critical look. If the story doesn’t matter, why spend so much money on it? And if you spend THAT MUCH money on it, why can’t you make it good? And if you can’t make it good, why spend so much of the audience’s time on it?

I like the criminal chatter behind the door before you bust into the room. But then you kick open the door and everyone is clearly sitting down and making no effort to do the things they shouted. I like that you can arrest people instead of murdering them. But then one person pops out of the bathroom and you somehow end up murdering everyone anyway, including the people who were cuffed on the floor? And the table disintegrates? Then we need to gather evidence, but instead we trample on all the bodies and evidence before having the magic teleporting car chase.

It’s like there was one game designer who wanted to make this game grounded and interesting, and another developer who was a hyperactive 12 year old, and they took turns designing the game.

Sure is pretty, though.