Levine’s next project may do away with cutscenes: Cool.

March 23, 2014

Director Shawn Robertson doesn’t like that much cutscenes, so for this new project. He stated that he *Wanted to bridge the gap between high fidelity and high interactivity”.
His view about this is very interesting, thus cutscenes often explains what’s the plot about or what happened but you can barely interact with them.
Personally noticed that approach in Bioshock:Infinite. Where those cutscenes almost were non-existant or so long to explain us something rather important from the plot.
Gamers *wet* dreams since early 90′s was to actually play those cut-scenes or get some sort of interaction while watching them.
This happens a lot in Final Fantasy games when you enter into a fight and cutscenes will get on the way of that specific story.

In Bioshock:Infinite, Elizabeth instead of being a dull IA was a fully functional character. While she had a very important role in the plot, while playing the game. She often offered ammo or look for something when you were falling short of items or giving you advices on how to proceed or where to go.
Goal of Elizabeth was to bring the story fully into player space.

So narrative, plot and everything was combined and carefully designed to make you feel, you were part of the plot all the time and not explaining to you via so much cutscenes. What’s all about.
Shawn Robertson stated that for this next project is to take the interaction level to higher grounds.

“I certainly hope I can stand here after our next project and talk about cutscenes the same way I talked about humans behind glass at the beginning of this talk.”

No so *irrational* as you may think, with next-gen consoles.

To quote:

Irrational animation director Shawn Robertson gave a brief tease about the reformed studio’s future projects in a GDC talk Thursday.

“We need to push past cutscenes for what’s narrative in games,” Robertson said. “I want to bridge that gap between high fidelity and high interactivity.”

In the beginning of the session, Robertson mentioned that the majority ofBioShock‘s non-combat interactions with characters were totally non-interactive, whereas BioShock Infinite brought Elizabeth to the fore.

“I certainly hope I can stand here after our next project and talk about cutscenes the same way I talked about humans behind glass at the beginning of this talk.”

Robertson spoke about how Irrational dedicated a team of 13 developers from across its disciplines called “the Liz Squad” to making Elizabeth’s interactions believable.

“The goal for BioShock Infinite’s companion was to bring the story fully into the player space,” Robertson said.

BioShock Infinite: Burial at Sea Part II, which stars Elizabeth in her first playable role, is set for release on March 25.

It will be the last piece of releasable content developed by Irrational Games, following the studio’s surprise closure in February.

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