Scripted events in video games really bothers me
Back before there were scripted sequences in video games, there was the CGI cut scenes which is use to tell the player what is happening. But now days, most of the games have ingame scripted sequences which has become the in thing but not for long.
Too much scripted sequence will reduce the game to a low, linear paced gameplay. Plus there is also another danger which is making the game unplayable should under any circumstances the scripted event failed to initiate.
Prime Example of games with a lot of annoying scripted event: Call of Duty World at War
That game is full of scripted events. One time, I had to restart the level, Eviction on veteran all over again all because of that stupid sergeant, who did not follow me in to the water at the underground metro to open the god damn door. I mean seriously. Why they put a scripted event for the NPC to open that door when we clearly should have been given the privilege to open it ourselves!
I hate it when you have to wait for the scripted event which requires you to wait for a bot to open a simple door.
Re spawning enemy is also a type of a scripted event where the game have a script in which the enemy will constantly reappear again and again until you trigger yet another event to shut it down.
How about scripted events so repeated and obvious that you actually take yourself out of the game and make the choice on whether you want to activate said event instead of just playing.
The prime example of this is picking up any piece of armor in Doom 3, which led to a door near you opening and monsters popping out every single time.
It's for realism. I think setpieces are awesome when done correctly. Half-Life 2 pioneered that area.
Slightly related to scripted events, RevAnthony from dtoid recently did a "Rev Rant" on the subject of so-called scripted cinematic cutscenes in games, and I really think it hit the nail on the head on the problem with over-scripted scenes in games these days:
[media]http://www.youtube.com/watch?v=wF_76GQPwUg[/media]
It's not exactly scripted events, more or less it's about scenes in games that take control away from the player to show them something, but they are kind of related reguardless.
Valve did it so well because it never forced the player to see something... they used many subconcious hints to "persuade" the players to look at what they wanted them to look at or encourage them do do a specific act. Nothing feels forced, which makes it good.
That guy sounds like a nasally, less funny version of Yahtzee. He should stop trying to be like him and just talk normally, what he is saying has merit, but it sounds like the whole video was narrated by a fighting nasally angry wasp.
I rated OP bad spelling because the grammar was slightly fucked up.
[editline]01:11PM[/editline]
Also World at War was made by Treyarch, who hang off the coattails of Infinity Ward's success (and engine).
I hate quicktime events more than scripted cutscenes.
In an FPS where you're running, then suddenly something decides to explode near you, and you're dragged away while the area is suddenly stormed. Then you end up with no weapon :argh:
[QUOTE=Stickmna;16121075]That guy sounds like a nasally, less funny version of Yahtzee. He should stop trying to be like him and just talk normally, what he is saying has merit, but it sounds like the whole video was narrated by a fighting nasally angry wasp.[/QUOTE]
How can someone sound like a nasally version of something else?
[QUOTE=Tetsmega;16121795]In an FPS where you're running, then suddenly something decides to explode near you, and you're dragged away while the area is suddenly stormed. Then you end up with no weapon :argh:[/QUOTE]
I fucking hate that because I always save ammo for shit that's hard to kill, and then I get stripped of my weapons and tons of awesome ammo/guns are gone.
[QUOTE=edja007;16121698]I hate quicktime events more than scripted cutscenes.[/QUOTE]
Resident Evil 4 and God of War II actually had quicktime events that didn't suck.
What did suck were the imps constantly jumping at you when you open certain doors in Doom 3. It's just a cheap scare tactic that gets old after the first time and causes nearly unavoidable damage, so what's the point?
[QUOTE=Whatsinaname;16123758]Resident Evil 4 and God of War II actually had quicktime events that didn't suck.
What did suck were the imps constantly jumping at you when you open certain doors in Doom 3. It's just a cheap scare tactic that gets old after the first time and causes nearly unavoidable damage, so what's the point?[/QUOTE]
The only thing I hate about Doom 3.
Fallout 3 has horrible ones. expecially near the end. (wtf why did they decide to get creative at the end?) FO3 story kinda failed since it was in a general line from places across the map. but anyways (SPOILER) when you get the GECK and you leave Fawkes behind and all the sudden you walk back into a room with explosives everywhere or whatever they were and you just black out. I was like "WTF just happened?" and when you insert the code. you should be able to turn around right when you hit enter and be able to see Sarah Lyons face and maybe stumble around the chamber. but no! just fall over. oooo also. wtf why isnt my fathers body still in there? did the Enclave pull them out? that was bad. it would of been better if you fell down to see your dead father's body
Half-life 2
[b]FUCKING BEAT IT WITHOUT THE AIRBOAT[/b]
[QUOTE=Mr_Sun;16128779]Fallout 3 has horrible ones. expecially near the end. (wtf why did they decide to get creative at the end?) FO3 story kinda failed since it was in a general line from places across the map. but anyways (SPOILER) when you get the GECK and you leave Fawkes behind and all the sudden you walk back into a room with explosives everywhere or whatever they were and you just black out. I was like "WTF just happened?" and when you insert the code. you should be able to turn around right when you hit enter and be able to see Sarah Lyons face and maybe stumble around the chamber. but no! just fall over. oooo also. wtf why isnt my fathers body still in there? did the Enclave pull them out? that was bad. it would of been better if you fell down to see your dead father's body[/QUOTE]
The gamebyro engine's scripted events are horrible to watch anyway because he animatons are so shit. My pet peeves are scenes where control is taken away from you, you're shown an ingame cutscene, then it fades back into the action. It's really immersion breaking.
[QUOTE=KorJax;16120836]Slightly related to scripted events, RevAnthony from dtoid recently did a "Rev Rant" on the subject of so-called scripted cinematic cutscenes in games, and I really think it hit the nail on the head on the problem with over-scripted scenes in games these days:
[media]http://www.youtube.com/watch?v=wF_76GQPwUg[/media]
It's not exactly scripted events, more or less it's about scenes in games that take control away from the player to show them something, but they are kind of related reguardless.
Valve did it so well because it never forced the player to see something... they used many subconcious hints to "persuade" the players to look at what they wanted them to look at or encourage them do do a specific act. Nothing feels forced, which makes it good.[/QUOTE]
Guy talks way to fast.
I hate in GTA4 when you do motorcycle chases or chases that make you drive a shitload faster than you should be just to have some "event" happen.
And example is when you have to chase down the one biker in the mission: "I Need Your Clothes, Your Boots and Your Motorcycle" when a random explosion will happen next to Niko, who is riding a bike and who cannot ride bikes as well as he can drive cars, which could throw the player off course.
Another "event" is where the biker turns down a road and when you turn the same route a car gets smashed into, blocking your route and you fly off your motorcycle. I spent way too long on that mission. Way too long.
[QUOTE=KorJax;16120836]
Valve did it so well because it never forced the player to see something... they used many subconcious hints to "persuade" the players to look at what they wanted them to look at or encourage them do do a specific act. Nothing feels forced, which makes it good.[/QUOTE]
Exactly. They would just have a character talking and I would usually stand there and listen, occasionally looking around at my leisure. Made it WAY more immersive than when control is taken away.
[QUOTE=KorJax;16120836]Slightly related to scripted events, RevAnthony from dtoid recently did a "Rev Rant" on the subject of so-called scripted cinematic cutscenes in games, and I really think it hit the nail on the head on the problem with over-scripted scenes in games these days:
[media]http://www.youtube.com/watch?v=wF_76GQPwUg[/media]
It's not exactly scripted events, more or less it's about scenes in games that take control away from the player to show them something, but they are kind of related reguardless.
Valve did it so well because it never forced the player to see something... they used many subconcious hints to "persuade" the players to look at what they wanted them to look at or encourage them do do a specific act. Nothing feels forced, which makes it good.[/QUOTE]
Revrant is okay, but not really good. Moviebob/Game Overthinker has a pretty equally annoying voice, but he doesn't stutter, and has amazing points to make.
EDIT:
Scripted events are fine if they're managed well. Nowadays you just can't not use scripted events in one way or another. Even back to the days of Final Fantasy 1, characters throughout the game would swap dialogue sets based on what point you were at in the game. That was scripted.
The real problem is Quick Time Events. They are seriously worthless. No matter what the game.
This reminds me of one annoying part in Bioshock:
Right after you get your first plasmid, you zap the door open and walk through. Suddenly, no matter what you're looking at or where you are, you are INSTANTLY dragged to a SPECIFIC spot and FORCED to look at the falling plane section. Totally took away all immersion from that area
[QUOTE=Tetsmega;16121795]In an FPS where you're running, then suddenly something decides to explode near you, and you're dragged away while the area is suddenly stormed. Then you end up with no weapon :argh:[/QUOTE]
That happens a lot of time in Call of Duty 4.
[QUOTE=Tazers Hurt;16129501]This reminds me of one annoying part in Bioshock:
Right after you get your first plasmid, you zap the door open and walk through. Suddenly, no matter what you're looking at or where you are, you are INSTANTLY dragged to a SPECIFIC spot and FORCED to look at the falling plane section. Totally took away all immersion from that area[/QUOTE]
You aren't dragged or forced to do anything, it's a very small inconvenience that has some cool effects. I wasn't even watching it sink and hit the walkway, I was looking out the side and just heard the crash so I don't know what you're complaining about.
What is with all these 'Pet Peeves' threads? Seriously, i'm waiting for a 'Pet Peeves Pet Peeves' thread.
But yeah, I hate it when the game sends you into a scripted event, and starts telling you things you don't give a shit about, and it's unskipable.
[QUOTE=Stickmna;16121075]That guy sounds like a nasally, less funny version of Yahtzee. He should stop trying to be like him and just talk normally, what he is saying has merit, but it sounds like the whole video was narrated by a fighting nasally angry wasp.[/QUOTE]
OH LOOK SOME GUY IS TALKING FAST, SO THAT MUST MEAN HE IS TRYING TO BE LIKE YAHTZEE IT COULDN'T BE ANYTHING ELSE!
No.
[QUOTE=Specter;16129419]Exactly. They would just have a character talking and I would usually stand there and listen, occasionally looking around at my leisure. Made it WAY more immersive than when control is taken away.[/QUOTE]
Simple solution, use enableplayercontrols whenever the game removes your control.
Sorry, you need to Log In to post a reply to this thread.