I like cutscenes but that whole "slow walk" thing really is infuriating. I absolutely hate it.
The worst part is when you can't just take a bathroom break and return when the NPC reached its goal. They just stop and stare at you until you press walk.
Either let me play or make it an actual cutscene.
It's a lazy-ass way for exposition without having to animate or choreograph anything. If you want to cheap out make it a radio transmission or some other background voiceover.
After the PS2 era the industry finally realized that all games should have "skip cutscene" buttons and we were moving to having that option across the board.
Only for them to just remove the cutscenes and force us to watch them even more by making them "interactable." So now I'm forced to deal with it even more than before.
It's a big reason why I hated FF7R (which I pirated, and fucking glad I did so). It's a big reason I'd never consider playing a second run of Last of Us (even though I actually enjoyed the game, fuck its sequel). It's one of the many reasons I'd never pick up Star Ocean: Integrity and Faithlessness (sorry Fiore, your godlike design alone can't sell a game).
Dying Light and the Dead Island games also did a lot of this shit to excess. Just remembered how long and annoying all of the sequences for radioing in with your handler in Dying Light was.
Also, can I just say that I have yet to see an escort mission in a modern game that I haven't outright hated? Which is doubly hilarious given how those were some of my favorite kind of missions in the X-Wing series. (Granted, I guess it's easier to make that less of a pain in the ass in open space)
you're supposed to stare in amazement at the animations playing in front of you. It's like the devs are going clockwork orange and going "APPRECIATE OUR WORK! APPRECIATE IT!"
That's mostly likely it. The gameplay hours thing makes less sense because you know they would still count the cutscenes even if they were skippable. No, it's because the devs don't want you to skip their beautiful handiwork. I think this is why we don't get complex branching storylines in most games either. What I appreciate is when there are entire sections of the game you can miss because you took a different path from somebody else. Now lots of players don't like that either, and that's one reason we don't get it often. But another is that it's not acceptable to most developers to put in work that players won't see.
Total number of fun hours - total number of bullshit filler hours.
Once you think of game length like that you realize most games are wasting you time. I’d rather play a 10 hour game that is all fun than a 20 hour game that has 15 hours of filler.
I like cutscenes but that whole "slow walk" thing really is infuriating. I absolutely hate it.
The worst part is when you can't just take a bathroom break and return when the NPC reached its goal. They just stop and stare at you until you press walk.
Either let me play or make it an actual cutscene.
It's a lazy-ass way for exposition without having to animate or choreograph anything. If you want to cheap out make it a radio transmission or some other background voiceover.
After the PS2 era the industry finally realized that all games should have "skip cutscene" buttons and we were moving to having that option across the board.
Only for them to just remove the cutscenes and force us to watch them even more by making them "interactable." So now I'm forced to deal with it even more than before.
It's a big reason why I hated FF7R (which I pirated, and fucking glad I did so). It's a big reason I'd never consider playing a second run of Last of Us (even though I actually enjoyed the game, fuck its sequel). It's one of the many reasons I'd never pick up Star Ocean: Integrity and Faithlessness (sorry Fiore, your godlike design alone can't sell a game).
Dying Light and the Dead Island games also did a lot of this shit to excess. Just remembered how long and annoying all of the sequences for radioing in with your handler in Dying Light was.
Also, can I just say that I have yet to see an escort mission in a modern game that I haven't outright hated? Which is doubly hilarious given how those were some of my favorite kind of missions in the X-Wing series. (Granted, I guess it's easier to make that less of a pain in the ass in open space)
That's mostly likely it. The gameplay hours thing makes less sense because you know they would still count the cutscenes even if they were skippable. No, it's because the devs don't want you to skip their beautiful handiwork. I think this is why we don't get complex branching storylines in most games either. What I appreciate is when there are entire sections of the game you can miss because you took a different path from somebody else. Now lots of players don't like that either, and that's one reason we don't get it often. But another is that it's not acceptable to most developers to put in work that players won't see.
As an adult I count game play hours as this:
Total number of fun hours - total number of bullshit filler hours.
Once you think of game length like that you realize most games are wasting you time. I’d rather play a 10 hour game that is all fun than a 20 hour game that has 15 hours of filler.