ID:24360
 
Keywords: bestof
When someone enters your game, or even when you first excitedly announce it on the forums or in a chat room somewhere, you may be tempted to immediately tell them about the wonderful backstory you've created for it. You see, there were these elemental dragons that created the universe, and an evil demonic robot overlord pulped them together into a crystal which then shattered and rained the fragments down onto the world and the minions of the evil demonic robot overlord are gathering the crystal shards together in order to gain complete dominion over the universe and--

STOP!

I don't care how unique you think your setting is (especially if it's as generic as the one above - and most BYOND fantasy settings are exactly that generic). In fact, I don't care about the setting at all. When I enter a game for the first time, there are exactly two things I want to find out:

1. What will I be doing in this game?
2. Is it fun?

Note that "what are all the details of the backstory of the world in which the game takes place?" does not appear in the above list.

Don't get me wrong here; I like stories. Stories make the world go around (and sometimes stop it in its tracks). More than that; I like games with stories too. Grim Fandango was almost entirely story, and it's one of my favourite games of all time. Without the plot, Deus Ex would have been a merely competent shooter.

Both of those games have something in common; they display a cutscene before the game starts. Grim Fandango starts with an amusing introduction to the main character, who tries and fails to sell a travel package to a new arrival in the Land of the Dead. Deus Ex starts with a chilling conversation between two of the bad guys, situated under a statue of a menacing red-lit hand seemingly poised to crush the Earth.

These two models of excellence both start the game with a cutscene giving an introduction to the story, and do it well; so it's okay for you to do the same, right?

Wrong.

There are a number of reasons why you should avoid this in your own games.

1. You suck at cutscenes.

Your talent for cutscenes is most likely lacking. Sure, it's possible that you work for Pixar and have a masterful grasp of the dramatic, and how would I know? I don't. But most people suck at choosing what to put in a cutscene. Imagine if, instead of Deus Ex's conversation about poor people dying of the plague and violent riots in Paris, it had started with a lecture about the growing threat of terrorism in the new world with an overview of the political climate and a brief mention of the plague sweeping the world. *snore*

These things are important to the storyline, for sure; but rather than shove them down your throat the moment you boot up the game, they're introduced as you play. Better still, they're all the more effective for it. You see the effects of the Grey Death first-hand as a sick man begs you to kill him. You're sent to fight terrorists. As the man on the spot, you're required to make decisions with wide-ranging political ramifications.

Even if you know all about cutscenes and have won Oscars for them, your dramatic flair will be curtailed when you run into the fact that...

2. BYOND sucks at cutscenes.

If you spend some effort (and most people don't), you can do animations of sprites moving around. That's about it. If you're really l33t, you also get speech bubbles. Wow. I bet the Academy will be falling over themselves to award you for your stunning use of technology.

It's true that interesting cutscenes can be done using BYOND; a good artist can overcome the limitations of almost any medium. However, I've yet to see someone really pull it off. The best cutscene I've seen in a BYOND game is my car chase in Your Money Or Your Life, and even that was mediocre. Despite the amount of time I spent on it (too long), I somehow managed to make something as thrilling as a car chase seem boring. If I'd been working in 3D, with facial expressions and camera angles and explosions and all that good stuff, it would still have taken forever but at least it would have been something to look at. People are impressed by YMOYL's car chase only because it was done in BYOND. That's pretty sad.

But this isn't why most BYOND "cutscenes" suck. It's not because they're limited by the technology; indeed, most people consciously choose to limit themselves further. When it's time to craft your cinematic masterpiece, if you're like most BYONDers then...

3. You will tell your story using message boxes, which also suck at cutscenes.

Or, as they're called in DM parlance, alert()s. The stupidity of this should speak for itself.

To top it off, they're never even interesting. They're boring and ultimately irrelevant plot summaries, not tightly scripted conversations between main characters. Imagine what The Matrix would be like told using alert()s in this style:

The Message Box Has You (Windows message boxes summarising part of the movie The Matrix)

Hey, wake up, I'm not done yet!

Besides being an abysmal method for storytelling, message boxes suck anyway - for almost any purpose. Almost every application in the world overuses message boxes - probably because they're so easy to display. There's nothing worse than stopping the proceedings with idiocy.

This applies to in-game help as well, by the way. There's nothing wrong with displaying help to users when they log in. However, message boxes are definitely the wrong way to do it. Help files should be easy to refer to when and if the user wants to. Message boxes don't do this; they're inconvenient or impossible to recall, and block the flow of the game. They're also hard to read. Avoid them like the plague. We have a perfectly serviceable browser window (well, except that it's IE - but in this situation that's no excuse!) and an even easier to use text area.

4. Plot summaries just generally suck.

I touched on this briefly before, and it bears repeating. Plot summaries are boring. If you must tell the history of the world (and I assure you that nobody cares, so you shouldn't bother), then tell it with a scripted conversation between NPCs played out as the player passes by (in the background! Don't even think about forcing the player to stop and listen); or plant letters or newspapers around the game world for the player to read; or, even better, put the player directly into a relevant situation. Show, don't tell.

Popping up a plot summary when the player enters the game makes a bad first impression. If you want to have any chance of retaining players, DON'T DO IT. I know that when I enter a game, if the first thing I see is an ugly grey message box with a plot summary, my heart sinks. I'm just as likely to quit as to go on.

5. Wasting time on cutscenes sucks.

You don't have time to waste on one-shot content like cutscenes. Professional studios can hire people for these things. You can't. Your time would be much better spent improving your combat system, or creating a new monster type with an interesting unique ability, or whatever. Who's going to read your plot summary if your game isn't fun enough to attract people?

In summary, next time you feel compelled to tell people about your world's backstory: Forget it. Do something useful instead.

This concludes the rant for today.
I agree with most of this... except that I think the general crappiness that you describe isn't cutscene specific. The majority of BYOND games are just flat out terrible in general; cutscenes just happen to be one more thing that developers suck at.

At any rate, depending upon what type of game you're making, backstory can be an incredibly important factor. Also, cut scenes can be done well using BYOND. I used them in DWO 1.90 and there will be a fairly intense intro movie for Acheron's Awakening.
Agreed on all points. However, a game developer does score many extra points in my books if he puts in a hyperlink in the text window which leads to a very detailed and intricate browser-based story for those people who choose to read it.

I think Thorg hit the story and exposition concept spot-on in Zombies! When you went into the game, you knew absolutely nothing. Through supernatural effort (pun partially intended) you managed to discover what was going on, what caused all of the troubles, and how to solve it.
SilkWizard wrote:
Also, cut scenes can be done well using BYOND. I used them in DWO 1.90--[snip]

Well, done well for BYOND. I thought they were sort of "okay". Better than anything else on BYOND, for sure, but not too harrowing compared to most other cutscenes gamers are used to these days. =)
Jtgibson wrote:
Well, done well for BYOND


I think that's pretty much implied!
Crispy said:
You see the effects of the Grey Death first-hand as a sick man begs you to kill him.

Wait...what... nobody in the game begs you to kill him! Is that how you justified your bloody massacres!? YOU SICKO! YOU DERANGED PSYCHOPATH! (Anyway, I always help the hobos out before tazering them (TASORS-TEIM SMALL CHILD)).

Also good rant I liked it. Could've done with more TASORS though. You know when you find out your brother is a terrorist and you go into that plane with the NSF leader? And the kinky robot lady finds you? I shot her with a rocket and she died.
My general opinion is that multiplayer games should have a setting, but it should be shown and not told. Reading in games is boring, and cutscenes are often boring unless they're infrequent and contain epic cinimatic qualities.

Also, a backstory is good as long as it's an optional read. I leave if a game starts off with alert() boxes that tell a backstory.

What happens with me is if a game is really interesting to me, what I do is after I've played it for a while, then I'll be interested enough to sit and stare at words to learn the backstory. This usually happens when in the game I see something mysterious or something and wonder what ties it has to the backstory, so I basically "do some research" and read the backstory to learn more about the world and be better fit the next time I go in.

I never, however, read the backstory before I've played and had fun in the game.

I do it every time when it is available and I'm interested. I've done it with Diablo I, II, and II Expansion, Warcraft I and II, and Everquest.

I disagree with your encouragement of using dialogues of people conversing to tell story. There is nothing more boring in a game than to sit through people talking back and forth for 10 minutes. This is why I think Bauldur's Gate II sucks (BG blew so hard that I couldn't bare to progress past the beginning). Now, that's obviously something harder roleplayers and D&D fans enjoy, but the general public like to see much more action. Dialogues should be quick and simple, like someone giving you the summary of a quest, and while you're on the quest, you find people who have short dialogues who tell you more about the quest, and eventually it gets to be around the same amount of speech, but with nice explore/battle breaks.
Elation wrote:
Wait...what... nobody in the game begs you to kill him!

You fail. Go play the game again! (Yeah, I know, such a terrible punishment. =P )

There's a guy standing by himself in Battery Park with a severe case of Grey Death. If you trigger enough snippets of conversation from him, eventually he groans "kill me!".

Kunark - I agree with everything you're saying there. When I said that dialogue between NPCs was a good idea, I meant incidental, background dialogue - as in, you walk past some NPCs and text bubbles start popping up, or messages print themselves to your text area. You can just ignore it and continue on (in which case the conversation can't be heard once you move away far enough), or if you're interested you can stick around. Forcing the player to stop and listen is nearly as bad as overuse of message boxes.

It was the load times that eventually killed BG2 for me. Way too much waiting in that game.
I liked this. And your right. If you look at all the great rpg's, they didnt start out telling you stuff. Look at final fantasy 7. You just apear in this area, you have no idea what the hell is going on, or who anyone is. But you slowly learn the plot. But, thats on playstation, and people buy the game, so of course there going to play through. But with byond, it's not the same. People login, and look around, they dont bother to find the plot out. At least most of them. If they dont like what they see within 10 seconds, they leave. Which is why it would be hard to do something like that.
If they dont like what they see within 10 seconds, they leave.

Heh, I leave within the first minute of playing if I don't like something in the beginning, and I leave within the first few seconds if they have a rediculously absurd download or an ugly character select dialogue.
Here, here... one good example is Zelda games... god, the scenes takes forever, especially since you saw it before!!
And without reading the thing I will make the generic reply of:

YOU SUCK!
Who are you, Ryo, and why are you posting lots of useless nonsense in a mainly insulting form?
What about the one or two mini "sprite movies" made on BYOND? :/
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http://members.byond.com/Basik/files/ MegaMan%20VS%20Slash%20Man%20%2D%20Movie%20By%20Basik.zip
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*edits hub quickly!*
Great post!
Interstingly enough, as I am reading that article about pointless alert boxes, I just happen to get the most annoying alert box of them all "Windows has recently updated and you must reboot or we will kill your first born son." with the standard buttons of "Remind me later" and "Reboot and kill my firstborn". I want a "STFU" button for windows update.
Both of the Deus Ex stories were good. Machina and Invisible War. <3
The first one wasn't called "Machina". It's just "Deus Ex". No subtitle, no alternate name, just "Deus Ex". Geez, am I the only rabid original-Deus-Ex fan around here? =P

Basik - Your sprite movie is great as a proof of concept, to show what can be done. I'm not convinced that it would be fun to watch if one were forced to sit through it in order to play a game.
The PC version was called Deus Ex Machina. >_> Well... both Deus ex and Deus ex Machina. I remember seeing a poll somewhere (was it planetdeusex?) that asked which game was our favorite. It had the options "Deus Ex Machina (PC)","Deus Ex: The Conspiracy(PS2)","Deus Ex: Invisible War(PC)", and "Deus Ex: Invisible War(Xbox)"
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