They're pretty hard to miss, really. I'd hazard a guess that the first two episodes of Sam & Max alone have more cutscenes than half of the SCUMM library.
They're pretty hard to miss, really. I'd hazard a guess that the first two episodes of Sam & Max alone have more cutscenes than half of the SCUMM library.
No, I didn't see any cutscenes. There were plenty of Cinematics, yes, but nothing that tells you what is going on somewhere else, while you are in the middle of playing.
"A cut scene is a sequence in a video game over which the player has little or no control, often breaking up the gameplay and used to advance the plot, present character development, and provide background information, atmosphere, dialogue and clues. Cut scenes can either be animated or use live action footage."
Cutscenes under this definition are everywhere in TT titles. The reason they don't work the same way as Maniac Mansion cutscenes do is because the plot doesn't call for that sort of thing. The purpose of MM's cutscenes were so that you'd know where the family members were, and if it was safe to enter a room.
"I named them "cut-scenes" (it was also the name of the SCUMM command) because they literally cut away from the action. Games before Maniac Mansion had non-interactive scenes that would play between levels or after a big event, but the ones in Maniac Mansion are different. They cut away. get it? cut-scene. Oh, how I can amuse myself."
Even if a cutscene DOES mean "cutting away from the action", are you forgetting about what happens after you knock out the three Soda Poppers in season 1, episode 1? Exactly, we (do not) see Brady Culture laughing evilly over how his plan is being foiled by Sam and Max. Etcetera, etcetera.
"I named them "cut-scenes" (it was also the name of the SCUMM command) because they literally cut away from the action. Games before Maniac Mansion had non-interactive scenes that would play between levels or after a big event, but the ones in Maniac Mansion are different. They cut away. get it? cut-scene. Oh, how I can amuse myself."
-Ron Gilbert
Now it's just a matter of semantics. The term "cutscene" has since evolved to mean any non-interactive scene that is inserted into a game. That is the accepted definition that the industry has used for years. I'm sure Ron Gilbert himself uses that definition from time to time.
Even if a cutscene DOES mean "cutting away from the action", are you forgetting about what happens after you knock out the three Soda Poppers in season 1, episode 1? Exactly, we (do not) see Brady Culture laughing evilly over how his plan is being foiled by Sam and Max. Etcetera, etcetera.
When we started Telltale, one of my goals was that no review would ever remark at what wonderful cutscenes we had. If they do, it means we're not telling the story interactively, but instead using canned cutscenes to do the work. I'd consider that a failure, and we spend a lot of energy making sure that you get to PLAY the narrative, and not simply WATCH it between puzzles.
We've got some even more interesting interactive narrative techniques coming up in some unannounced stuff, but trust me, it's looking pretty sweet!
^ Mission very much accomplished. TT's cutscenes are as seamless as they get. Obviously you know it's a cutscene while you watch it, but it feels just as natural as a gunfire animation in a shooter, or a jumping animation in a platformer. Non-interactive, but integral to the experience.
When we started Telltale, one of my goals was that no review would ever remark at what wonderful cutscenes we had. If they do, it means we're not telling the story interactively, but instead using canned cutscenes to do the work. I'd consider that a failure, and we spend a lot of energy making sure that you get to PLAY the narrative, and not simply WATCH it between puzzles.
We've got some even more interesting interactive narrative techniques coming up in some unannounced stuff, but trust me, it's looking pretty sweet!
When we started Telltale, one of my goals was that no review would ever remark at what wonderful cutscenes we had. If they do, it means we're not telling the story interactively, but instead using canned cutscenes to do the work. I'd consider that a failure, and we spend a lot of energy making sure that you get to PLAY the narrative, and not simply WATCH it between puzzles.
We've got some even more interesting interactive narrative techniques coming up in some unannounced stuff, but trust me, it's looking pretty sweet!
This post by itself has me more excited about Wallace and Gromit than anything else that has come out.
Let's hope I like your new narrative devices as much as you do.
Comments
They're pretty hard to miss, really. I'd hazard a guess that the first two episodes of Sam & Max alone have more cutscenes than half of the SCUMM library.
No, I didn't see any cutscenes. There were plenty of Cinematics, yes, but nothing that tells you what is going on somewhere else, while you are in the middle of playing.
Cutscenes under this definition are everywhere in TT titles. The reason they don't work the same way as Maniac Mansion cutscenes do is because the plot doesn't call for that sort of thing. The purpose of MM's cutscenes were so that you'd know where the family members were, and if it was safe to enter a room.
What's the deal with that?
Yes, that, and Super MArio Bros too! What the hell were Bowser doing..
"I named them "cut-scenes" (it was also the name of the SCUMM command) because they literally cut away from the action. Games before Maniac Mansion had non-interactive scenes that would play between levels or after a big event, but the ones in Maniac Mansion are different. They cut away. get it? cut-scene. Oh, how I can amuse myself."
-Ron Gilbert
its because they wanted to immerse you in the game as much as possible, because you are gordan freeman
(Ssshhhh.... don't tell anyone.)
Now it's just a matter of semantics. The term "cutscene" has since evolved to mean any non-interactive scene that is inserted into a game. That is the accepted definition that the industry has used for years. I'm sure Ron Gilbert himself uses that definition from time to time.
Oh, yeah! I forgot about that...
When we started Telltale, one of my goals was that no review would ever remark at what wonderful cutscenes we had. If they do, it means we're not telling the story interactively, but instead using canned cutscenes to do the work. I'd consider that a failure, and we spend a lot of energy making sure that you get to PLAY the narrative, and not simply WATCH it between puzzles.
We've got some even more interesting interactive narrative techniques coming up in some unannounced stuff, but trust me, it's looking pretty sweet!
I can't wait to buy that unanounced stuff
Let's hope I like your new narrative devices as much as you do.