Nintendo Boss Satoru Iwata on Storylines and Cutscenes

By Jorge Ba-oh 28.12.2014 7

Nintendo Boss Satoru Iwata on Storylines and Cutscenes on Nintendo gaming news, videos and discussion

Nintendo president Satoru Iwata recently spoke about storylines and cutscenes in modern games.

In an interview with Japanese magazine 4Gamer, Iwata feels that despite the "huge amount of effort and technology" in contemporary releases, "it feels like very few people remember them or players skip over things within the game."

Iwata isn't dismissing the use of cutscenes in games, but "can't help but wonder what could have been instead done with the energy that went into them."

He feels that Miyamoto has "begun to think the same way, too."

Do you think that cutscenes enhance or detract from the gaming experience?

User Poll: Do cutscenes enhance or destract from the gaming experience?

Enhance
Enhance, depending on the scenario
Detract
Story? No thanks.

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Comments

FMVs should be dead. FMA should be used sparingly.
They can serve a purpose, but sometimes they seem to exist too much in a different universe to the game.

How many times in cutscenes have you seen characters magically leap about, doing far more stuff then you can? How many times does an in-game item give a solution to a in-cutscene problem but they have forgotten about it?

Cutscenes should only be there to deliver plot in calm moments, where perhaps some close ups of characters can help set the scene and a directors hand can add humor or emotion that wouldn't work as gameplay.
In action moments though? It should be playable! And any plot-critical stuff as audio voiceover between characters.

Also RPGS that only have video cutscenes at the start and end? Please, just dont bother.

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Depends on the game for me. For example, I'm playing FF A Realm Reborn at the moment, and I feel the cutscenes can drag on too long and feature way too much text to read through. Other games I absolutely love cutscenes though, like the ones in Zelda games are great and well paced out.

cutscenes can be important means of giving the players some kind of context.

the real problem that developers are falling into is over relying on cutscenes.
cutscenes should be to the point and not bog the game down unless if your game is supposed to be an interactive drama i guess.

I actually love watching the Cutscenes and codec conversations in Metal Gear. I know some people hate them but i actually really like the cross between movie and game. 


Flynnie said:
I actually love watching the Cutscenes and codec conversations in Metal Gear. I know some people hate them but i actually really like the cross between movie and game. 


tgat falls under interactive drama.

Imho, those scenes could have been voiceover while your playing.

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Yeah, I knew someone would mention Metal Gear somewhere down the line Smilie. I loved the gameplay of the first few games, up till 3. But those already had far too many cutscenes which, for the duration of the game were mostly fine but ended up being a bit too much towards the end of the game (save for MGS3, that one really pulled me in and made me interested in them, so that I didn't mind them as much) then starting with 4, they went way overboard in my opinion to the point that it isn't really a game anymore, but like was said above, an interactive drama.

I admit to be a culprit of the same kind of thing Iwata mentions, very often I find myself just skipping certain cutscenes when the story is a bad pretext to some awesome gameplay. It really depends on the scenario, its themes, and how well executed the whole thing is. When I'm so much into exploring a vast game world and having a blast and a not so interesting cutscene comes up, I like to skip it Smilie, though in the case of RPGs sometimes it makes it hard to understand what I have to do or what's going on further down the line hehe Smilie.

Cubed3 Limited Staff :: Review and Feature Writer

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