Short cut-scenes in video games break flow and immersion

Wednesday, April 11, 2012
EDITOR'S NOTEfrom Rob Savillo

Finn dives into great detail -- highlighting three recent offenders -- about the problems with using brief cut-scenes. Has such a sequence ever yanked you out of an engrossing experience, or do you think these can serve a useful purpose?

Cut-scenes aren't always Metal Gear length. Au contrair, most cinematics are quite short. But they don't get a lot of discussion. And this needs to change because these shorter cut-scenes are extremely annoying and, worse, immersion-robbing.

I've been playing three games lately: Need for Speed: Hot PursuitJourney, and Darksiders. All of these titles make frequent use of brief camera theft. For various reasons, the developers of each game felt it necessary to hijack the camera for a short time and show players certain scenes or elements in the immediate enviornment. The sequences last for only a few seconds, but the effect is always jarring and neither necessary nor desirable.


Hot Pursuit

In Hot Pursuit, like in every Burnout game since Takedown, each time you wreck an opposing vehicle, you are rewarded with a short cut-scene highlighting the calamity. They last about three or four seconds, and during this time, the A.I. takes control of your' car -- hypothetically keeping it on-road while you are in absentia.

Normally, I don't like to assume intentions, but in this case, I will because the presumed intention is counter to its effect. Criterion's intention is to reward players with instant and direct footage of their skill and success. Wreck a bounty? Swish! Rolling, tearing, flailing speedster flailing, tearing, and rolling. Swish! We're back -- ready for round two.

 

The excitment is there. It is cool to see the seeds of your aggression sown. However, the camera theft is jarring even though we know it's coming. You are robbed of the flow you had been so greatly enjoying until the involuntary hijacking of control. It reminds me that I'm playing a game that believes it has the right to steal just a moment of control, experience, and immersion. Until then, I was cruising down the highway spike-stripping the fuzz like they deserved it. But the crimes don't end there.

Possibly worse, when the camera whisks back to your car and control is returned, the car is frequently off-road or heading straight for a rail-guard. And I do mean frequently. I wouldn't be making a fuss about this if it weren't true. Often, control will be returned to you right as you slam into a wall, significantly slowing your progress. Occasionally, you'll involuntarily wreck into a vehicle-bystander. This is extremely frustrating. Robbing control is bad enough, but causing players to make mistakes or lose is unacceptable.

I'm positive the A.I. engineers worked very hard to make sure your car drove straight and true and avoided walls and bystanders with a desperation. Unfortunately, I cannot speak to their efforts, only the results. And if all of the work I assume that went into this feature can't accomplish the desired effect, then I'm not sure it's worth keeping.

(As an addendum, despite these complaints, allow me to say that Hot Pursuit is freaking awesome, and you should play it.)


Darksiders

Darksiders and Journey rob the camera for entirely different reasons. Darksiders makes me feel like an idiot. I'll walk into any old room in a dungeon, expecting enemies to crawl out of Hell per usual. But every freaking time, the controls will pause and the camera will cut away to cerimoniously show every single doorway become sealed off with a magical gate and show groups of enemies spawn from the floor. The idea is to marry the two events: Enemies appear and doors are blocked, so make enemies go away and gates will open. Is this really necessary? Hell no.

Get a good look? You sure?

I don't at all appreciate my controls being frozen, and my camera is perfectly fine where it is, thank you. I have eyes, ears, and a brain of my own. I can hear the gates appear. And chances are good I can see them appear, too. Even if I don't see them appear, I'll see them soon enough. I can rationalize for myself. Can't get out? Guess I'll fight this dude swinging away at me.

You arguably don't even need to understand that you need to fight to escape; you'll fight anyway because you don't have a choice, and you will escape regardless. Considered seperately, showing enemies spawn is wholly unnecessary. Again, chances are really good I'll see it naturally since it happens three feet away from me every time.

Reading the above paragraph is strange because the arguments sound so ridiculous. These things seem so obvious that the fact these short cut-scenes exist at all is astounding. 


Journey

Journey is the worst offender of all. I love Journey. It's one the best games I've ever played. But this whole cut-scene thing is absurd.

For a development team that goes to great lengths, frequently, to tout the importance of flow in video games, they sure contradict themselves with their own design. Flower's brief cut-scenes were bad enough, and I really thought that they would have learned a lesson for Journey, but I guess not.

Every time you activate a strip of ribbon and cause a game event, the camera flies away to show the result. This event may be nearby or far away. The game is trying to show you what you just did and tie effect to action. It'd be as if every time you landed a magic doorway in Portal, the camera panned forward to fill the screen with your newly made hole, signaling, "Good job! You made a portal! Here it is!"

But Journey is a simple game, mechanically. There's only so much going on, and there aren't too many ribbons hanging around, either. So I'd like to argue that you will figure it out for yourself. And I think that would be the only excuse for using these cut-scenes: if you frequently simply could not figure out what happened or what to do. Then, maybe the developer has no alternative or least any that I've considered.

But otherwise, the short cut-scenes are completely counter to the concept of flow. Techncially, the controls are never forzen in Journey. You can still move and jump as the camera whips around, but you can rarely see yourself, so the point is moot. You're having a good time, surfing down dunes and gliding over ruins when the camera unjustifiably abandons you and robs you of the immersion you'd been enjoying until that moment. It's just so hypocritical, and it's easily the greatest flaw of the entire game.

Short cut-scenes are an archaic feature. They've out-lived their welcome, and it's time for them to go.


[Image credit: Gamespot]

 
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Comments (8)
Default_picture
April 08, 2012

I agree.  When playing Journey I had the same feeling.  However, I don't think it is an archaic mechanic.  I think that it would be nice to convey that the bridge in Journey has now been built, but with tweaking.  That is to say, I want my character on-screen when this is displayed and have the camera maybe point in that general direction, but if I want to take control back, I can, immediately.

Default_picture
April 09, 2012

I think that camera snatching is overdone as well.

I've always been a fan of knowing what just happened, but after playing multiple times through every Devil May Cry game (1,3, and 4; I could only handle 2 once) I can tell you for a fact that when I get locked in a room it is completely obnoxious to get the exit run-down and enemy introduction. It's barely helpful the first time. Maybe the first time you see something it's worth highlighting, but after that? Please. Though in Ninja Gaiden 2 they could let you know when swarm-rocket firing commandoes are in an area. . . but that's what sound cues are for.

Although for everyone's sake don't abandon them completely, just because something is overdone doesn't mean it's not worthwhile when applied in moderation.

Robsavillo
April 11, 2012

Finn, I totally felt your frustrations while playing those recent Alien Breed reboots and Warhammer 40K: Kill Team. Each would move the camera to show off events and to explicitly show me what I needed to do to proceed, thus robbing me of any enjoyment from exploration. They made me feel like an idiot as if I couldn't discern these patently obvious objectives on my own.

In contrast, though, The Souls games (Demon's and Dark) use short cut-scenes to great effect: These sequences introduce bosses, and they really help set the mood. They're just long enough to give you that feeling of dread that having just stepped into a boss lair should evoke. It feels very classic in that sense.

Default_picture
April 11, 2012

I'm okay with cut-scenes, as long as they're used wisely. I've always found it silly when games like Half-Life 2 have NPC's in the same room as you explaining something and you're hopping around in corners and looting the environment.

Default_picture
April 11, 2012

Maybe not quite the same thing but there's a level in Gears of War 2 that annoyed me. Can't remember what it's called but you make your way through a town that's been abandoned (by humans). The game so often takes control of Marcus so he can radio back to base that there's no sense of flow to the level at all.

Dcswirlonly_bigger
April 20, 2012

Man, I've had this problem for a long time but never spoke out about it. I think those things would be better if they were scripted events and you could see them through the gameplay perspective, it's more immersive that way.

Also, I really hate games where certain actions you do cause the camera to cut away to show your character doing a little animation. Things like opening doors, executing enemies, etc. Whenever the camera cuts away or your character animates independently for more than a few freames, I start to feel less responsible for my character's actions.

Default_picture
April 27, 2012

Man, I've been waiting on a third Hot Pusuit for so long since the first and second were so great, really no better arcade racer than those. I got the one for PS3 on a midnight release and I knew it was gonna be a great game. I still play it from time to time and now it's one of those times that I've been playing it frequently. I love everything about it, especially customizing your own playlists. However, the cut scenes and presentations while playing Hot Pursuit, annoy the CRAP out of me, man. Like, who cares what kinda wheels the cop is on when we're all on Benzes, Nissan GTR's and Aston Martins? WE KNOW there has to be cops fast enough to make it a game. I'll find out when they can catch up(if they can) on me. I really don't need some extra cut-scene showing every time a car hits a spike strip or when there's a take down. It takes fun out the real time play.(Like they had in NFS 3(first Hot Pursuit) )

It's really sad because the point of the game is to play Hot Pursuit. When I go online, to avoid these issues, I don't even go to Hot Pursuit mode. Instead, I just race while dodging traffic. Though it's so fun to race at maximum speed while not having to worry about cops and that annoying presentation, you're really avoiding the whole experience and the reason you bought the game in the first place.

I had to Google to see if there's someone out there who shares the same sentiments as I do on this game. Once I found and read this, you were DEAD on with everything. Every time I'm drifting curves and that cut scene comes up, I gotta worry about not slamming onto the rail, or crashing into traffic.

You ever thought about how perfect a game would be if developers would let you change a few things that you want? I just really hope there's a way to get this message to EA or Criterion and give them the message that they should leave all that stuff for Burnout. I love Burnout too, but it need to keep its idendity and not bring that extra stuff over to NFS.

Thanks so much for your post, and I hope they make a new Hot Pursuit in 2012 or '13... Without the annoying stuff.

Oh, and, bring back Ferrari(with dlc of their collection) and the Acura NSX.

I hope you get to read this and hit me back with a reply. If not, that's a million for a great post, bro. Take care.

Default_picture
April 27, 2012

I agree on Need For Speed being my favorite sub-selection of racing games. I've been all over that series since the first game up until now. I just don't have the time, and even if I did, I wouldn't want to spend 10% of my time watching repetitive mini-cutscenes.

Glad someone else feels the same way.

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