Jump to content
View in the app

A better way to browse. Learn more.

KH13 · for Kingdom Hearts

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Iwata: "There Are Too Many Cutscenes In Video Games

Posted

Most of the video games we play these days are littered with lengthy cut scenes as a way to progress with the story. Nintendo president Satoru Iwata says that there are simply too many in video games nowadays and that Shigeru Miyamoto would agree with him on this statement. Iwata said that Miyamoto is one of the few developers that isn’t reliant on producing cut-scenes and he wonders what could have been done instead with the time, money and resources.

Iwata: So [modern games] are backed by this huge amount of effort and technology, but it feels like very few people remember them [story moments] or players skip over things within the game.

Kawakami: It certainly feels like there’s too many cut-scenes these days.

Iwata: Of course, you can use them effectively; I’m not trying to dismiss them completely, but I can’t help but wonder what could have been instead done with the energy [time, money, resources] that went into them. Miyamoto has never used many cut-scenes, in his games, but recently I think he has begun to think the same way, too.

 

Source: http://mynintendonews.com/2014/12/27/nintendo-president-agrees-there-are-too-many-cut-scenes-in-video-games-nowadays/

 

Honestly, I half-way agree with him. there are a few games I've come to know that have waaaaaaaaay too many cutscens over gameplay (looking at you MGS games and Asura's Wrath). But than again, without cutscenes, video games just wouldn't be...video games. Cutscenes are a way to make things feel more cinematic. AT least to me.

Edited by Tails

Featured Replies

I think there might be a too many cutscenes in video games today. I don't mind them, but in games like Skyward Sword, have so many of them that it gets in the way of the gameplay. Sometimes the cutscenes slow me down and make the game boring, but that doesn't make me hate Skyward Sword. Skyward Sword is one of my favorite video games I have played. 

Edited by Toon Link

I never was one for too many cutscenes as I always wanted to just play the game, but at the same time I'd never wish for them to go away. I do agree with Iwata when he says there are too many, but it really depends on the game. Narrative can be more important than gameplay for certain games so it becomes problematic in that sense.

 

I guess it really depends on how the game presents its cinematic experience. In AAA titles nowadays I'd be interested to see how much of a 20 hour campaign is actually cutscenes...

There are a lot of games in the world Iwata

there's enough room for games with cutscenes

 

Miyamoto doesn't like cutscenes? Well that's what gave us Sticker Star so...

I don't really think it's a matter of too many cutscenes as it is too many cutscenes being used in the wrong way.  There are ways to communicate story through environment and gameplay.  If parts of the story can't be communicated this way then you do need a cutscene.  However, there are so many games that don't even try this and just throw cutscenes into everything.  It's the difference between a game and an interactive movie.

  • Author

I don't really think it's a matter of too many cutscenes as it is too many cutscenes being used in the wrong way.  There are ways to communicate story through environment and gameplay.  If parts of the story can't be communicated this way then you do need a cutscene.  However, there are so many games that don't even try this and just throw cutscenes into everything.  It's the difference between a game and an interactive movie.

Exactly, it really just depends on the game and how well the story is written.

It's very easy to go overboard with cutscenes. I like them when they provide a nice piece of exposition or character work that couldn't otherwise be emphasized with the gameplay itself, or if it helps provide a good payoff to something else. However, it can become a case of where the cutscenes take up more time than the actual gameplay does, which lends itself to the question of why you aren't just watching a movie. I guess it's a classical case of all things in moderation.

Funny cause IGN said that gameplay holds back the game.

I prefer a balance between cutscenes and gameplay so I can feel that I'm actually doing something instead of watching a movie

 

Final Fantasy XIII was so guilty of this,as if the hallways weren't bad enough,you encounter cutscenes almost every five minutes of walking to the point of monotony especiallly when most of them is the same conversation of Fal'cie,L'cie,Pulse L'cie and focus bullshit

 

 

And while MGS4 was good there were waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too many cutscenes in the game heck some of them lasts for a whole firetrucking hour

Really it just maters of what type of game it is, Lee loved the cut scenes in KH. She didn't care that they were a little long, it was a good time to see the actions of the characters other than when You, yourself r playing as them. There are some that go a little too overboard (Persona 4 Golden Beginning), but overall if u find the good equal balance then it will be a well credited game.

I think cutscenes are really only necessary when a pivotal plot-point needs to be explained, or there needs to be dramatic effect given to a moment. (like before a boss battle) For a character's back-story and things like that, you could just have them speak in the field.

Edited by Isamu_Kuno

It's very easy to go overboard with cutscenes. I like them when they provide a nice piece of exposition or character work that couldn't otherwise be emphasized with the gameplay itself, or if it helps provide a good payoff to something else. However, it can become a case of where the cutscenes take up more time than the actual gameplay does, which lends itself to the question of why you aren't just watching a movie. I guess it's a classical case of all things in moderation.

I think the underlying issue is that a lot of game devs aren't skilled enough in terms of story structure to actually make a movie, plus it's harder to figure out pacing in a game, since the player sets their own pace, and games are pretty much always longer than the longest movies. It becomes a bit of a pacing nightmare even if you know what you're doing

I think cutscenes are really only necessary when a pivotal plot-point needs to be explained, or there needs to be dramatic effect given to a moment. (like before a boss battle) For a character's back-story and things like that, you could just have them speak in the field.

that's... very broad strokes

what if the game doesn't have a field? What if their backstory is really involved, or tragic, and thus doesn't suit a random field conversation?

There are plenty of reasons to use cutscenes

I think the underlying issue is that a lot of game devs aren't skilled enough in terms of story structure to actually make a movie, plus it's harder to figure out pacing in a game, since the player sets their own pace, and games are pretty much always longer than the longest movies. It becomes a bit of a pacing nightmare even if you know what you're doing

that's... very broad strokes

what if the game doesn't have a field? What if their backstory is really involved, or tragic, and thus doesn't suit a random field conversation?

There are plenty of reasons to use cutscenes

All games have a field except for fighting games, which tend not to be story-heavy anyway. The field is just where characters walk and battle. I'm not saying a characters backstory should be completely devoid of cut scenes. For example, if an event from their past comes back to haunt them, then a cut scene would be warranted, but not if they're just sitting around saying "I grew up here, this happened, then this, then that, then other things etc. so here I am" That's just wasting time and many games are guilty of doing exactly this, with or without flashbacks.

Edited by Isamu_Kuno

All games have a firld. thee field is just where characters walk and battle. I'm not saying a characters beackstory should be completely devoid of cut scenes. For example, if an even from their past comes back to haunt them, then a cut scene would be warranted, but not if they're just sitting around saying "I grew up here, this happened, then this, then that, then other things etc. so here I am" That's just wasting time.

What about fighting games? Games with maps where you select where to go? Games that consist entirely of action levels? Spectacle fighters? There are situations where you can't just slot in a character's backstory during gameplay

and uh

what you're describing

it's kinda important

fleshing out characters

that's kinda important

Stories aren't just about the bold actions

What about fighting games? Games with maps where you select where to go? Games that consist entirely of action levels? Spectacle fighters? There are situations where you can't just slot in a character's backstory during gameplay

and uh

what you're describing

it's kinda important

fleshing out characters

that's kinda important

Stories aren't just about the bold actions

I edited, those kinds of games tend not to have heavy stories anyway, I mean, how many fighting games use cut-scens to explain a characters back story? They usually jut do that on the character page.You can flesh out a character without having to spend 5 minutes watching a cut scene that explains their life's story.

 

A character can easily recount events while on the move.

Edited by Isamu_Kuno

I edited, those kinds of games tend not to have heavy stories anyway. You can flesh out a character without having to spend 5 minutes watching a cut scene that explains their life's story.

 

A character can easily recount events while on the move.

they can spout minor details about themselves, not their entire five minute backstory :P

they can spout minor details about themselves, not their entire five minute backstory :P

So it's broken up, that can be a good thing.It's like this, you walk along and a character talks about his home town to fill the silence. (I doubt the characters can hear the BGM like we do) Then later, that same character talks about what his family was like. Even later he talks about an event that set him on his current path. All important details, but they don't need to be told all at once, they can spread it out. Eventually you'll get the whole story, but it doesn't make you take a long break from actually doing something.

Edited by Isamu_Kuno

or they could just put it all on that games website, and then put a summary on the copies of the games.

So it's broken up, that can be a good thing.It's like this, you walk along and a character talks about his home town to fill the silence. (I doubt the characters can hear the BGM like we do) Then later, that same character talks about what his family was like. Even later he talks about an event that set him on his current path. All important details, but they don't need to be told all at once, they can spread it out. Eventually you'll get the whole story, but it doesn't make you take a long break from actually doing something.

this basically assumes every game is an open world action adventure RPG (which, to be fair, most games are turning in to, but that's another topic)

Any situation where your characters aren't wandering aimlessly for long stretches of time completely destroys this, unless we go the exact opposite route and be hyper linear like FF13 and have dialog trigger at specific check points

Even THEN, this doesn't alleviate the problem that comes from accidentally cancelling or missing said dialog, by accidentally triggering a boss fight, interaction with something, or whatever else.

If you put all the backstory THERE, it can be lost by the player

this basically assumes every game is an open world action adventure RPG (which, to be fair, most games are turning in to, but that's another topic)

Any situation where your characters aren't wandering aimlessly for long stretches of time completely destroys this, unless we go the exact opposite route and be hyper linear like FF13 and have dialog trigger at specific check points

Even THEN, this doesn't alleviate the problem that comes from accidentally cancelling or missing said dialog, by accidentally triggering a boss fight, interaction with something, or whatever else.

If you put all the backstory THERE, it can be lost by the player

What other layout is there than sandbox or linear? I've never heard of a semi-open world game. But if there are it could still be done, if your characters walk at all there are opportunities for dialogue. And most boss fights are clearly marked, either by a save point, a large door or so,me sort of marker on the map.There is very little chance of accidentally entering one.

Edited by Isamu_Kuno

What other layout is there than sandbox or linear?

... everything inbetween? and also games that don't conform to standard field exploration?

and areas that are too small to be considered open, and this don't have enough filler time for backstory?

you're thinking too limited here

Miyamoto has never used cutscenes in his games? What? Look at any modern Mario, or even Legend of Zelda. Yeah, they're not as extensive as the Metal Gear series, but they're still there. 

... everything inbetween? and also games that don't conform to standard field exploration?

and areas that are too small to be considered open, and this don't have enough filler time for backstory?

you're thinking too limited here

If an area is too small to be open, then it is linear. I doubt any game isn't linear only has tiny areas.

 

Name one specific story-heavy non-linear game whose environs only consists of small areas.

 

We're mostly talking about story heavy games here- RPGs and open world FPS games. Most other genres don't have the problem of there beign too many cut scenes.

Edited by Isamu_Kuno

As long as I can skip them, I don't care. 

Funny cause IGN said that gameplay holds back the game.

 

Funny cause that was just a blogger. IGN didn't pay them a cent.

 

The game developer can do whatever they want with their game.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.
Scroll to the top