I'm not sure if there even will be cut scenes in CoT, but this is probably the first game I will have ever played where I don't plan on skipping any dialogue and actually immersing myself in the story. Even so far as redoing missions, if possible, if the team went too fast to really make sure I didn't miss anything. I'm so excited for the premise of this game and it's focus around each character and the game being their story. I have high hopes for this because my plan is to level slowly and take in the game and really appreciate the 'journey' more than I have in previous games.
Compulsively clicking the refresh button until the next update.
Cut Scenes also mask system loading, so skipping them *really* won't work.
Technical Director
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That makes sense. Some games have optional cut scenes, like Diablo 3 and WoW, that you can skip and start playing immediately, so I don't think they were masking game loading.
Compulsively clicking the refresh button until the next update.
Is there going to be a lot of system loading masked by cutscenes? If so that's an interesting change from the old game.
I remember when they started to add cutscenes in the old game (especially for iTrials) the first thing players asked for was a way to skip them. What was worse was when there were mid-trial cutscenes and players figured out where to stand so they would appear in the scene and make adolescent comments that showed up in chat bubbles.
Spurn all ye kindle.
Oh yeah! Photobombing cutscenes is half the fun
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My opinion of this matter entirely depends on how... prolific, cutscenes are.
Particularly for alt-heavy games, having to sit through [i]the same[/i] cutscenes [i]again[/i] can be [b]incredibly[/b] irritating.
Can we get a Borderlands 2 before character select cutscenestyle of thing?
Like it can be skipped but only after the loading is complete. Some other games do this too, that's just the first one that comes to mind.
You try and skip it early and a thing appears that says "loading" then after a bit "press (button) to skip"
That way it can still mask loading but I won't have to sit through the same cutscene for like the 40 million* alts I'll make
Always hated the Borderlands character introduction ones that can't be skipped.
*Number may be slightly exaggerated
"Let the past die. Kill it if you have to."
You say this as if it was a "bad" thing. ;)
I like to take cut scenes seriously the first few times I see them but after a few hundred times... not so much.
CoH player from April 25, 2004 to November 30, 2012
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If cutscenes are done real time and not prerendered scenes then goofing off in front of the camera is going to be half the fun.
Using cutscenes to mask level loading like mass effect's infamous elevators is one thing, but I'm curious what this means for story related scenes. Does it just mean we get a cutscene every time we load an instance door or go to a new area? That means making a fair amount of cutscenes if you are using them to introduce a bit of story for each mission. CoX had a tiny text popup that would introduce most missions with a bit of flavor, expanding on that could be cool.
The cutscene for random missions could just literally be your character opening the door going inside, then a shot from inside of your character entering.
Could also do something where it pans over rooms so you can see the enemies.
Depends how long it takes to load.
"Let the past die. Kill it if you have to."
Cutscenes have their place. They have a usefulness, both for technical and story-driven purposes. Speaking with respect to cutscenes that exist for story purposes, they are not going to be everywhere. We actually have rules regarding their use when writing episodes. They are not there just to showboat writing or dialogue. They are there when it has to happen a certain way. I cannot speak for other departments, but from the composition side of things, cutscenes are there to give you important information that you need to fill in the story.
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Conundrum of Furballs
[color=#ff0000]Composition Team, Staff Writer[/color]
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I don’t think of these as cutscenes so much as transitions from one area/moment to the next. Where as a cutscene gives you meaningful story information, at least the first time you see it.
A cut scene should have a skip feature if you have seen it already but transitions are there to maintain some form of immersion from instance to instance and should typically be designed for a variable length as needed based on loading capabilities of the client hardware.
"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle