DELETED

edited June 2020 in General Chat
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Comments

  • edited February 2009
    metal gear solid stole them
  • edited February 2009
    natlinxz wrote: »
    so where are the cutscenes?
    Where?

    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.
  • edited February 2009
    Yeah, I'm at a bit of a loss too. Unless you're talking about cutscenes that don't use any imported Maya animation ... ? *is reaching here* :confused:
  • edited February 2009
    ShaggE wrote: »
    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.
  • edited February 2009
    "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.
  • edited February 2009
    Hey ya know I just realized Half-Life didn't have any cutscenes either.
    What's the deal with that?
  • edited February 2009
    TrogLlama wrote: »
    Hey ya know I just realized Half-Life didn't have any cutscenes either.
    What's the deal with that?

    Yes, that, and Super MArio Bros too! What the hell were Bowser doing..
  • edited February 2009
    Let's ask the man himself!

    "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
  • edited February 2009
    TrogLlama wrote: »
    Hey ya know I just realized Half-Life didn't have any cutscenes either.
    What's the deal with that?

    its because they wanted to immerse you in the game as much as possible, because you are gordan freeman
  • edited February 2009
    patters wrote: »
    its because they wanted to immerse you in the game as much as possible, because you are gordan freeman
    (I was kidding.)
    (Ssshhhh.... don't tell anyone.)
  • edited March 2009
    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.
  • edited March 2009
    natlinxz wrote: »
    Let's ask the man himself!

    "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.
  • edited March 2009
    DaVince wrote: »
    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.

    Oh, yeah! I forgot about that...
  • KevinKevin Telltale Alumni
    edited March 2009
    This thread makes me smile!

    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!
  • edited March 2009
    ^ 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.
  • edited March 2009
    Kevin wrote: »
    This thread makes me smile!

    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
  • edited March 2009
    Kevin wrote: »
    This thread makes me smile!

    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. =)
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