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THQ's Bilson: cutscenes are gamings "failure state" |
Listed in: News Tags: THQ
Former Hollywood screenwriter turned THQ core games boss, Danny Bilson, says using lot's of cinematics in a videogame is a lazy way of storytelling.

“Doing a cinematic is the failure state, that is the last resort of game storytelling,” says Bilson in an interview conducted by Edge. “Someone at EA once said to me: ‘I want to watch a movie while I’m playing a game about as much as I want to play a game while I’m watching a movie.’
“It’s really not what the artform is about," he continued. "As soon as you put a controller in someone’s hand they want to interact.”
An avid gamer, Bilson recalls, “I got that Atari 2600 in 1977 and never stopped playing”, but now he hasn't played a game which have interested him in a narrative sense. “I can’t think of one,” he says. “That’s a place we have not cracked yet, as an industry. We should be able to tell great stories, fresh original stories, in this industry, just like in books, movies or anything else.
“There are fantastic story moments in games, there are stories that I think are better than others. Games aren’t about story first – the story is there to make you care about the mechanics, to make it more emotional. But if I separate the story from the experience it doesn’t blow my mind.”
Bilson previously worked as a Hollywood screenwriter, working on sci-fi horror classics like Trancers and Zone Troopers, and the cult classic The Rocketeer. He is currently working on THQ's upcoming first person shooter Homefront, along with John Milius, the man behind movies like Apocalypse Now, Conan the Barbarian and Red Dawn.
Via [Edge]
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who cares about his opinion?
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Without that, it would be pointless and I would be bored to death.
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I kinda like them even though they basically have no story at all...
But I prefer a really good story over perfect mechanics.
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Cutscenes are only lazy if they suck...
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Has nobody hammered Zeus down for ages before finally letting go to progress?
Final Fantasy XIII, though, was indeed a failure. Making you watch a movie instead of playing in a living world
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It mostly just looks awkward because the character models aren't made to move any different than what they do while you control them.
Plus facial animation and "special effects" aren't that awesome if they're in-game.
"now he hasn't played a game which have interested him in a narrative sense." (wouldn't that be "has"?)
So.. games one the Atari 2600 had better narratives than new games? Are you kidding me?!
That's like saying Super Mario Bros. 3 had a better story than Uncharted -.-
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I cant even stress how much I agree with those opinions.
I was never that impressed with THQ before because they seemed like an Underpowered craptivision knockoff.
But the content of this interview will make me give them a second chance and reappraisal.
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On the other hand, he admits that it's something the industry hasn't cracked and he's right. Every attempt to make cutscenes playable has been annoying imho: they either turn the game into a "push whatever random button we tell you to push" mini-game or they leave you standing there with your gun in your hand but nothing to shoot.
The ideal would be something akin to the holodecks in Star Trek where you're playing/acting through the narratives yourself, but nobody yet has really found a way to translate that idea into a video game you can play with a controller.
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