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> My question: is there a concise theory of game design that properly explains why cutscenes are fucking stupid?

Two things to consider regarding cut scenes. First, sometimes they are mandated by the game story writers and backed up by artists wanting to show off. Second, and more importantly from a game developer's perspective, they are a useful tool for hiding scene loading I/O such that the customer experience does not notice a nontrivial delay.



> First, sometimes they are mandated by the game story writers and backed up by artists wanting to show off

How is that possibly an excuse? It reads like you’re agreeing with me. I could give a shit less about the feelings of some artist that wants to “show off” to me when they’re getting in the way of me enjoying the maybe 20 minutes of time I have to try and play a game between other obligations.

Games like those seem to be designed for teenagers who have hours or even days on end to sink into a game. I’m a 40+ year old dad with negative time on my hands. The gaming industry has basically left me behind.




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