- 3,321
- 1,833
So, what is the standard when the gameplay of a said game contradicts what is shown in cutscenes and scripted events?
I ask this because, checking out the profiles (particularly of the Grand Theft Auto series), it seems that feats from both are picked to highball the character as highly as possible. As in, the highest feats of both cutscenes and of gameplay are equally valid, despite contradicting each other.
Initially, this is a very simple problem to solve, which is really prioritize the cutscenes and events; because while, say, Mario may die by touching a goomba (which is consistent in 90% of Mario games), he is also treated as way superior to them in both lore and most games that go outside of the platforming genre, in which that is typical.
However, this is a far less simple issue when the gameplay feats are better than the cutscene ones. Grand Theft Auto is the greatest example of this; the kind of punishment your character can withstand in-game is far greater than what they can survive in cutscenes and events. The same applies to other Rockstar games and Call of Duty, at least, and I'm pretty sure that if I just dig around a bit, this will pop up a lot more with games with more realistic expectations.
Will we prioritize cutscenes and events over the gameplay feats, if they contradict? Or vice-versa? Or will we just accept both high ends and work as if no such contradiction existed? This might be relevant for some revisions I may do in the nearby future.
I ask this because, checking out the profiles (particularly of the Grand Theft Auto series), it seems that feats from both are picked to highball the character as highly as possible. As in, the highest feats of both cutscenes and of gameplay are equally valid, despite contradicting each other.
Initially, this is a very simple problem to solve, which is really prioritize the cutscenes and events; because while, say, Mario may die by touching a goomba (which is consistent in 90% of Mario games), he is also treated as way superior to them in both lore and most games that go outside of the platforming genre, in which that is typical.
However, this is a far less simple issue when the gameplay feats are better than the cutscene ones. Grand Theft Auto is the greatest example of this; the kind of punishment your character can withstand in-game is far greater than what they can survive in cutscenes and events. The same applies to other Rockstar games and Call of Duty, at least, and I'm pretty sure that if I just dig around a bit, this will pop up a lot more with games with more realistic expectations.
Will we prioritize cutscenes and events over the gameplay feats, if they contradict? Or vice-versa? Or will we just accept both high ends and work as if no such contradiction existed? This might be relevant for some revisions I may do in the nearby future.