Restart Story

[[it’s|part24]]
Everyone understands that gaming is fundamentally in existence because of its [[interactivity.|part2]]
out of the wish for a quick-fix to its [[problems.|part22]]
it’s a medium that’s compromising its [[own potential|part21]]
[[the|part28]]
[[kick|part27]]
[[to|part26]]
[[time|part25]]
[[habit.|part29]]
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The Scripted Sequence: Eye, Robot
I am talking, of course, about [[cutscenes.|part4]]
Ethan Woods shares his storytelling pet peeve.
//DayZ// and //EVE// are both fine and hugely different, examples of [[such an approach.|part19]]
As gaming stands right now [[though,|part20]]
[[Maybe|part23]]
There’s no shame in a story not fitting a medium - I’m sure we’ve all heard of “unfilmable” books. Such a phrase shouldn’t be considered a slight against filmmaking, merely an acknowledgement that it has [[its weaknesses.|part13]]
Until developers, players and critics get that into their heads, then no amount of better writing and acting will allow [[video game storytelling|part14]] to be what it should be.
If a game’s plot can’t be expressed without the use of regular cutscenes, then it is perhaps time to accept that it [[shouldn’t be made.|part11]]
Or that the plot should be [[changed.|part12]]
Let the players sort out the [[intricacies|part17]] themselves.
These kinds of games already [[exist.|part18]]
Perhaps we must even admit that, amongst the storytelling media, gaming is [[the weakest|part15]], at least conventionally speaking.
Instead of trying to emulate the sorts of plots seen in films, perhaps it’s about time more effort was put into merely conveying experiences and emotions through the construction of [[mood and tone.|part16]]
You can take away the sound and the writing and I even once saw one take away the graphics entirely. But if you take away the interactivity, then all you’re left with are disparate parts which might make a nice looking picture with an accompanying, slightly erratic soundtrack, but that's [[about it.|part3]]
Seems to me this begs the question of why games would take control from players and ask them to [[watch idly.|part32]]
A practice that seems to fundamentally undermine the fundamentality of the medium they’re [[employed in.|part5]]
In theory, there’s little difference between games using these little films and films using written flashcards, or novels using pictures. Ignoring the most basic convention of a medium is fine, but you’d better have a [[good reason|part6]] to do so.
And, as it turns out, most developers don’t. Cutscenes are simply used as convenient [[storytelling shorthand.|part7]]
In a day and age where, more than ever, we’re all hoping for video game storytelling to be taken more seriously, the reliance on cutscenes is undermining those efforts. How can anyone proclaim to evidence great video game storytelling if they relay their tale through what is effectively a [[film?|part8]]
That’s cheating! We know how to do [[that.|part9]]
Stories have been told with actors following scripted actions and lines for thousands of years. You’ve not mastered video game storytelling, you’re just repeating something that belongs to [[another medium.|part10]]