One of the things that really broke my heart in Cyberpunk was the decision to not implement any cinematics to the game. By "cinematics" I mean in-game moments when you can see your character interacting with NPCs and/or enviroment in third person with movie-like camera action and montage. Technical and artistic reasons aside, I believe that a tripple-A game should have that movie-like feel to it. Not in a sense of linearity, but in a sense of scope and production value.
So here's how it is in my case. I love cutscenes. I love cinematics. I love when the game is taking its time for proper exposition. Nothing screams "high budget" and "production value" louder than a high quality cinematics. In-game cutscenes take money, time and effort for next to no gameplay value. But they show that the team responsible for the game was able to-- and could-- afford it.
Games where there is either a vew cinematics or no cinematics at all usually use either a mute character, or follow a "you are the character" philosophy. And that is OK, but it has it's own hazards.
First of all, the "cinematic" moments in such games have to be really well orchestrated and timed. The designer have to take into consideration that the player might be looking for loot or looking at something completely unrelated, while a really cool thing that the devs worked hard for a very long time is happening right behind them. The easy way out is to take a wheel and force the camera to point at the thing in question. But that takes away player's freedom which breakes the immersion of "you are the character". Cinematics also take control, but they offer a huge value in return: perfect framing and montage.
Movies made us used to, well, movie-like visuals. The sheer fact of cinematic happening makes the scene so much more impactful. Sometimes I play a game and something happens and I'm like "whas... that supposed to be an important moment in the game?".
So what are your thoughts about the subject? Cinematics or no cinematics? What is your pick?
So here's how it is in my case. I love cutscenes. I love cinematics. I love when the game is taking its time for proper exposition. Nothing screams "high budget" and "production value" louder than a high quality cinematics. In-game cutscenes take money, time and effort for next to no gameplay value. But they show that the team responsible for the game was able to-- and could-- afford it.
Games where there is either a vew cinematics or no cinematics at all usually use either a mute character, or follow a "you are the character" philosophy. And that is OK, but it has it's own hazards.
First of all, the "cinematic" moments in such games have to be really well orchestrated and timed. The designer have to take into consideration that the player might be looking for loot or looking at something completely unrelated, while a really cool thing that the devs worked hard for a very long time is happening right behind them. The easy way out is to take a wheel and force the camera to point at the thing in question. But that takes away player's freedom which breakes the immersion of "you are the character". Cinematics also take control, but they offer a huge value in return: perfect framing and montage.
Movies made us used to, well, movie-like visuals. The sheer fact of cinematic happening makes the scene so much more impactful. Sometimes I play a game and something happens and I'm like "whas... that supposed to be an important moment in the game?".
So what are your thoughts about the subject? Cinematics or no cinematics? What is your pick?