IMO if you are playing a game with a set main character, like Kratos or Dante, they simply are not you. You cannot be THEM. You are essentially playing THEIR story. The Devs are making the cutscenes to flesh out those characters in a way that THEY say a character should act as they were the creators(or have a license to do as they please) of said character. If those cutscenes conflict with the way the gameplay lets you interact with that character then it is a poor implementation. But other than that basically anything goes. I view cutscenes like the ones in Final Fantasy games like a reward and I hate to miss even a second of them. But I HATED FF13. It felt like it was all cutscenes and the most linear game of that series that I have played. So obviously for some games there needs to be a balance. So cutscenes should not be abused as a method or storytelling and they should fit seamlessly into the game as much as is possible. I do prefer cutscenes that are set pieces though. Not interactive. They just let you see the game with enhanced looks for a little bit. Those are what I prefer in these kinds of games.
Thoughts?
I understand what you're saying and I don't completely disagree with it. Any game (even an in-depth story RPG), you're playing with someone else's world, including the provided characters. It's just the nature of such things.
I don't mind "reward" cutscenes (after killing a boss say) or the very occasional story cut-scene at certain progression points (start, middle, end), but even in a straight FPS or action/adventure game (Tombraider) I become extremely annoyed if it feels like there's a cutscene every 15 minutes. I don't care if the cutscene is a separate uber quality graphic entity that lasts 45 seconds or an in-game bit that lasts 5-10 seconds. It's still annoying and takes me out of immersion because I'm forced to watch rather than
interact.
The best comparison I can make is .... movies with voice-over narration. Most people find more than the very occasional and brief voice over narration (to explain plot stuff) in a movie "lazy" and annoying. A sign of poor direction, writing, whatever. There's a few stylistic exceptions, but generally speaking, it's considered a pretty shoddy thing to do. Show, don't tell, or something. I view cutscenes in the same way. Give me your game story, but do it in a way where I feel part of it. Make me discover it through my actions (dialogue w/chrs, in-game books I can read if I choose, recordings I find/pick up, even posters on a wall or papers on a desk) as I go through the game, don't "show" it to me via mini-movies. I don't care if it's an action game, adventure, strategy or RPG. It should still keep it to a minimum. The point where I stopped liking Tombraider series was when the cutscene hell seemed to takeover.
