Drool wrote: ↑January 14th, 2018, 1:22 pm
...generally, I'm playing a game because I want an interactive experience. Cut scenes are not interactive. I want to play
the game, not watch it.
I don't usually care either way... unless it's Quicktime events—which I loathe for some reason.
In general... interactive or non-interactive at any given moment, is a non-issue for me. All I'm interested in is the developer's intended experience; and that can be given in any ratio of active or passive request for attention as they see fit. The Dungeonkeeper series is superb with this, and I never once—it didn't even occur to me to feel robbed of control when the game starts each level with a non-interactive briefing, and ends with non-interactive character pieces that show off the dungeon denizen high jinks & misadventures. Cutscenes can be used to impart a broader understanding of a gameworld/setting; even when they have nothing to do with the story or the gameplay... as is done in the Dungeonkeeper series; and Baldur's Gate.
In the Witcher series (I forget which one) there is a dragon attack where the player is forced to tap the controls to have Geralt hop out of the path of dragon fire at timed intervals. I assume that this was a misguided attempt to make cutscenes interactive for the impatient, or for those that demand an effect on everything. It really limits the potential of what can be done, when the scene elements have to be possible in-engine. The main advantage of non-interactive cutscenes, is developer controlled narrative that is not limited by the game engine.
Planned interactivity in scenes makes even them entirely about the player/ character. Do you recall the cutscene in the Witcher, where the woman and child run from the hounds? Where she pushes the boy onward towards town, and draws their attention so that he can escape; knowing what will happen to her. You cannot get scenes like that if it's done under player control. It both shocked and appalled me to learn that there were players who freaked out because the game went to a map screen, and didn't interactively show (let them play) all of the mundane, and uneventful days that Geralt endured on the road to Vizema.
*It's a former understanding that CDProjekt seems to have lost, because in Witcher 3 they seemed all about delivering the experience of mundane, and uneventful time spent riding along the roads between places. They could have just had the good parts—the actually interesting encounters— happen at certain points on a world map like (the appearance of) what they had in the original game; and like Fallout actually had.
Cutscenes are wasted when it shows rote activity that the player would have the PC enact on their own; but they really shine when used to show exposition or other elements that are not under player control; and perhaps not even possible in the engine.. like the revised intro scene in the Witcher 2, or the implied (Troll) rape scene in Dungeonkeeper—yes there is one.