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# There's plenty of stuff...
...a fixed camera and/or first person camera would be rubbish for. Have a go at God of War, check out the boss fights. That's just the first example that springs to mind.

Like I said, we could replace all that with cutscenes if you wanted. The games would suffer for it though...
(, Fri 20 Jun 2008, 13:58, archived)
# Your website doesn't work. I want to see what games you were part of.
(, Fri 20 Jun 2008, 14:00, archived)
# Ahh...
...well, I worked on:

Airblade
Burnout 1&2
Brave
F1 2006

Currently working on Killzone 2 in sunny Amsterdam, yay :)
(, Fri 20 Jun 2008, 14:03, archived)
# i like burnout.
air blade i haven't played but it reminds me off HyperBlade. anyone else play that?
(, Fri 20 Jun 2008, 14:08, archived)
# Burnout 2 = win!
(, Fri 20 Jun 2008, 14:11, archived)
# It's a GAME, not a movie!!!
If you can't fit your epic scene-setting in without sacrificing gameplay then ditch it!
Shadow of the Colossus managed it, and that was a low-budget title!
QTEs are a tool of the lazy.
(, Fri 20 Jun 2008, 14:04, archived)
# why can't a game have movie like bits?
It's your narrow minded approach to the genre that is holding this country back!
(, Fri 20 Jun 2008, 14:08, archived)
# 'Movie Like Bits' are CUTSCENES.
QTEs take the skills that the player has picked up over the game, sh*ts all over them and then hinges success/failure on a series of random button presses, completely unrelated to the regular control method.
(, Fri 20 Jun 2008, 14:12, archived)
# but for an epic set piece that last maybe five seconds is it worth going to cutscene?
it makes sense to me to have it remain in 'camera' and involve the player in some way, rather than make people suddenly feel that the character is out of their hands
(, Fri 20 Jun 2008, 14:18, archived)
# There’s no reason a game should stop or deviate from its regular control method for such an event.
They managed it in the 16-bit era!
(, Fri 20 Jun 2008, 14:22, archived)
# i have to disagree.
i only really play rpgs from the late 90s so i don't really come up against these that often but if they're used well i don't see the problem. i like my games cinematic if they're not isometric
(, Fri 20 Jun 2008, 14:12, archived)
# I'm not against a cinematic atmosphere.
I'm against designers using a crap way of presenting it.
(, Fri 20 Jun 2008, 14:13, archived)
# Alas...
...I think we'll have to agree to disagree on this one. SotC only really has the one gameplay mechanic, and I found it terribly dull albeit pretty. I'm not really sure it was all that low-budget either, but I might be wrong!

All I'd say to finish up is that enough people enjoy well done QTE in games like God of War that I don't think they can all be wrong. Badly done ones that result in instant death or game breakage, yeah, they suck. But badly done anything sucks.

(, Fri 20 Jun 2008, 14:25, archived)