Kojima confirms OD and Physint were delayed

AJUMP23

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Oh please, you’re just complaining to complain at this point. You see a beautifully crafted cutscene, something that adds weight and depth to the story, and your first reaction is "but where’s my button press?" Like seriously?

Guess we better remove every cutscene ever because apparently the medium can't handle a moment of passive storytelling

Not every second needs to be a glorified QTE just to satisfy the "everything must be interactive" crowd

Some of the greatest moments in gaming come from cutscenes

I mean if your cutscenes are going to be more than 10 minutes long, then yes I don't see why you can't add a bit of interactivity to them. It doesn't have to be QTE, either. Just simple button presses to advance the events, or a way for the player to change camera angles at certain points in real-time during the cutscene (that could even be used for narrative purposes if done creatively).

You don't need active main gameplay-type interactivity during a cutscene but something to remind the player they've got a controller in their hand, should be welcomed. Even with passive moments, the innate interactivity of gaming can be creatively applied here and there.

That said, this has no bearing on my interest towards OD or Physint, or Death Stranding 2. Kojima can tell stories like nobody else so I think he can get away with somewhat long cutscenes in his games because the meat-and-potatoes gameplay is still very involved, plus again, his stories are just so interesting. But that isn't the case with many other devs who try doing the same thing, and their games suffer for it.
 
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HRK69

Member
I mean if your cutscenes are going to be more than 10 minutes long, then yes I don't see why you can't add a bit of interactivity to them. It doesn't have to be QTE, either. Just simple button presses to advance the events, or a way for the player to change camera angles at certain points in real-time during the cutscene (that could even be used for narrative purposes if done creatively).

You don't need active main gameplay-type interactivity during a cutscene but something to remind the player they've got a controller in their hand, should be welcomed. Even with passive moments, the innate interactivity of gaming can be creatively applied here and there.

That said, this has no bearing on my interest towards OD or Physint, or Death Stranding 2. Kojima can tell stories like nobody else so I think he can get away with somewhat long cutscenes in his games because the meat-and-potatoes gameplay is still very involved, plus again, his stories are just so interesting. But that isn't the case with many other devs who try doing the same thing, and their games suffer for it.
I totally get where you're coming from actually

If there's nothing to keep the player involved then subtle interactivity, like camera control or something, could definitely enhance it

And yeah, Kojima is in a league of his own when it comes to storytelling 🫡

It really depends on the execution, and unfortunately, not every dev manages to strike that balance as well as he does
 

IDKFA

I am Become Bilbo Baggins
Oh please, you’re just complaining to complain at this point. You see a beautifully crafted cutscene, something that adds weight and depth to the story, and your first reaction is "but where’s my button press?" Like seriously?

No, my first thought is "can I skip this" then skip if possible. If not I'll pop off to make a cup of tea or something.

Personally, I can't stand cut scenes in games. They just disrupt the flow of gameplay. Not to mention games are horrible for story telling.

When I play a game, I actually want to play. If I want passive story telling I'll read a book or watch a film.

That doesn't mean I think games shouldn't have them. If you like cutscens then great, but there should always be an option to skip them, or as thicc_girls_are_teh_best thicc_girls_are_teh_best brilliantly suggested, make them more interactive.
 
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