Machocruz
Arcane
Kubrick/2001 nuthuggers are the worst
The idea video games shouldn't have cinematics is dumb. Take Sid Meier's Alpha Centauri for example. Alpha Centauri for my money is one of the best examples of video game storytelling there is; too many games try and be movies, (shitty movies at that) but instead of trying to tell a story in a traditional manner like books and film, Alpha Centauri delivers a nontraditional narrative through its gameplay...but also shapes the story the player is creating themselves with the cinematics that come with research. You strip out those nice well written cinematics from Sid Meier's Alpha Centauri and you've still got a good fun game, you've even still got half of what it's doing to create a story, but you don't have one of the best examples of what video games can do storytelling wise that other stuff really can't anymore.
As a matter of fact, there was a book written for the movie by Arthur C Clarke, but it is not considered a masterpiece or of much importance.
The idea video games shouldn't have cinematics is dumb. Take Sid Meier's Alpha Centauri for example. Alpha Centauri for my money is one of the best examples of video game storytelling there is; too many games try and be movies, (shitty movies at that) but instead of trying to tell a story in a traditional manner like books and film, Alpha Centauri delivers a nontraditional narrative through its gameplay...but also shapes the story the player is creating themselves with the cinematics that come with research. You strip out those nice well written cinematics from Sid Meier's Alpha Centauri and you've still got a good fun game, you've even still got half of what it's doing to create a story, but you don't have one of the best examples of what video games can do storytelling wise that other stuff really can't anymore.
The original Civilization already presented the player with celebratory and informational screens following completion of research, and the sequel added brief celebratory videos for constructing Wonders of the World. Alpha Centauri cleverly utilized these pre-existing features to add color and substance to the factions, the meta-story, and the setting more generally, by embedding quotes from faction leaders and others within completion of research and secret projects. However, the basic concept of allowing the player a brief moment to celebrate a technological advancement, completion of a major project, or even just success generally by improving another piece of your palace (or throne room in Civilization II) fulfills a valid function even without the addition of a story-telling purpose.
Both of these things ARE cutscenes.
Both were implemented specifically to cut down on cinematics, to keep players "in the game" or "in the moment". They serve the same function as proper cinematics, but they couldn't be less similar.
Gameplay takes place in your head, not when you press an awesome button.(this thread needs a warning at the beginning, but I am not sure what the warning should be.)
Ask any serious cinephile about the crowning achievements of cinema, and you will invariably get Stanley Kubrick's 2001 Space Odyssey among the answers. Space Odyssey may be an acquired taste, and may be a movie that is hard to understand. But there is no doubt that it is real *cinema*. It could not have been a great book, for example. As a matter of fact, there was a book written for the movie by Arthur C Clarke, but it is not considered a masterpiece or of much importance. The book was just another book. The movie, now the movie was a freaking masterpiece of cinema.
But what makes me say that Space Odyssey is "real cinema"? What is "real cinema"? Real cinema is movies that are movies, and could not have been books, games or anything else.
So let's explain this important concept. I am going to borrow Milan Kundera's ideas on what is a real novel (or, in Kundera's own words, what is an "ethical novel") and extend them to other media. According to Kundera, an ethical novel is a novel that does what only a novel can do. In other words, if there is something a writer can do with a novel that a director cannot do with a movie, a musician cannot do with music, a developer cannot do with a game, then that is exactly what he should be doing.
So let's get back to Space Odyssey. Do you think you can describe what it is about and do it justice? Do you think it could have been a book as important as the movie is? Or take one of the masterpieces of literature, say Gabriel Garcia Marquez's A Hundred Years of Solitude. Try to make a movie out of THAT without making a fool of yourself. Yeah, good luck. That is an ethical novel, a real novel. Try to transport it to another medium, and it will fall apart.
So now let's talk about gaming. Gaming has writing, sound, it has moving images, it has gameplay. GAMEPLAY. That's the distinguishing characteristic of gaming. In real gaming, in ethical gaming, you are supposed to be interacting with the content in ways that you cannot achieve in other media! Now, you can have writing, you can have sound, you can have impressive images, but they all should be in the service of gameplay.
Cinematics in games, on the other hand, make games that would rather have been movies. In light of my argument (or Kundera's argument rather) above, cinematics in gaming are UNETHICAL.
TL;DR: Novels are supposed to be doing what only novels can do. Movies are supposed to be doing what only movies can do. Games are supposed to be doing what only games can do. Take your cinematics and stick them up your ass.
they are worst, because you can't skip them, unlike most cinematics. Yes, in the HF2 you can move around and throw shit, but you're still stuck waiting for the Important Characters to tell how important Gordon is and how he's going to fix everythingBoth of these things ARE cutscenes.
Both were implemented specifically to cut down on cinematics, to keep players "in the game" or "in the moment". They serve the same function as proper cinematics, but they couldn't be less similar.
From what I remember from some interviews, it was more of a collaboration - and in the end the lack of one.The situation with Space Odyssey is slightly different, as Arthur Clarke was hired by Kubrick to write the book
FYI: You should be reading Nietzsche, not Jung. Kubrick originally commissioned a completely original soundtrack for the film, but later decided to use classical pieces instead, making his choice of music significant. Nietzsche is right there in the title track. This fact would have been obvious to educated people at the time of screening, but most people today aren't aware due to the decline of classical music in the popular consciousness. Go look up "eternal recurrence" and the "Übermensch," and think upon those ideas every time you hear Also Sprach Zarathustra played, and all that once seemed inscrutable about the film will become clear to you.I do not claim to understand Kubrick's works perfectly (and I am confident that nobody can claim that), but it has been well-established that Kubrick was deep into Carl Jung's works on psychology. Among other things, Jung is notable for his work on the subconscious and intuition (and also archetypes, but that's probably more relevant to The Shining). So when Kubrick does not give you concrete answers in his film (and after repeating viewing, the concrete answers are still not there), I dare say that he does not want you to accept the book's answers. He wants you to engage brain functions that you didn't even know you had.