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An interesting article, gave me much to think about as I'm planning out a game to make.

My thought on it tho, I think the article misses a GOOD use of cutscenes: A good story is all about tension and release, and a cutscene can provide a necessary release from intense gameplay (not that it's the only way).

Am I wrong on this? I'm sure there are differing opinions on this depending on what game genres you enjoy (I'm quite a fan of traditional RPGs).




Yeah, when well-timed a cutscene can be part of a syncopated rhythm, or be a satisfying moment when you can throw down your controller in exhaustion after an intense piece of action, or they can be used to frame a shift in gameplay.

That's not to say they're not overused in general, but they can have their use.

On the subject of overuse, one reason is that a linear story and movie-like cutscenes are easier and cheaper to write and make, at least compared to the alternative. The processes are well-known and so they're easier to budget for.


I think a good example of this is Saints Row 2, like the death of carlos: https://www.youtube.com/watch?v=Of6IIRjUhO8




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