How long should cutscenes be?

How long should cutscenes be?

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  1. 7 months ago
    Anonymous

    Skipable, thats how long.

    • 7 months ago
      Anonymous

      This.
      Doesn't matter how long they are as long as you can skip them.

    • 7 months ago
      Anonymous

      fpbp as always.
      regardless of playing it for the first time or replaying it, cutscenes should be skippable

  2. 7 months ago
    Anonymous

    >turn on skip cutscenes option for a 2nd playthrough
    >can't skip cutscenes
    what was this for?

  3. 7 months ago
    Anonymous

    Reminder that even Sun/Moon's cutscene length pale in comparison to your standard modern JRPG.

    • 7 months ago
      Anonymous

      True, but they are worse for simply lacking auto-advance and also aren't skippable. It could also benefit from a dialog log for accidental skips. I'll take a 15 minute modern JRPG cutscene over a Pokémon text box dump as long as I can either skip or fast-forward them.

    • 7 months ago
      Anonymous

      >standard modern JRPG
      Which Pokemon never was and hopefully never will be
      Just play those games if that's what you want there are 1000s of them

  4. 7 months ago
    Anonymous

    Like first anon said, skippable.
    I'd prefer to have as minimal of a story as possible. Though that could be my platformer and fighting game tastes since many of those typically have a very simplistic plot. But, these are GAMES not movies

    • 7 months ago
      Anonymous

      yeah but it's also an RPG, which is usually story focused. The most barebones you can get is Dragon Quest, and even then it's quite lengthy in plot.

  5. 7 months ago
    Anonymous

    As long as it takes. There is no dedicated and specific length for how long a cutscenes must be. Some of my favorite games have long cutscenes, others have barely any at all. Just let me skip them so I can replay the game for mechanics instead of being forced to watch the same cutscenes again and again.

  6. 7 months ago
    Anonymous

    >2ish minutes for opening
    Just needs to introduce you to the world and a few main characters to kick off the plot.
    >1 minute for major, important story bits throughout the game
    The starts and ends of main quests and any big character or plot reveals. Any quest/mission so short it makes that much story too much is not a good spot to drop something that important and should either be reworked into a longer segment or the story stuff should be elsewhere in the game. Even story focused games need enough gameplay so you're actually PLAYING the game.
    >5-30 seconds for smaller story bits
    Stuff for side quests or during larger quests where something happens in the story but you don't want to bog down gameplay. Here's where you fit in those little world building bits that you want to have more of a focus than just something going on while the player runs by.
    >tutorials vary with complexity
    Sometimes you just need a quick explanation of how to use an item, sometimes you need an active demonstration of how a battle system works. Should all be accessible at any time for those who need them and 100% optional for those who don't. Unlike story or game mechanics, nobody plays ANY game just for the tutorials so the shortest they can be while presenting everything the player needs to learn is ideal.
    >5ish minutes for the ending, save prompt immediately after finishing the final boss
    A bit of flexibility here depending on how many things need to be wrapped up, but if you go over 10 you needed a longer or denser game to tell the story, if you need much less it's not a satisfying end for a story driven game like an rpg.
    >credits as long as needed
    Everyone should be properly named under every role they contributed to. Executives often screw people over by saying their work in one department didn't count because they got moved to another role/project or credit groups without listing individuals. If you want to skip just close the game and load from your end-game save as mentioned above.

  7. 7 months ago
    Anonymous

    0 Cutscene is ideal

  8. 7 months ago
    Anonymous

    there should be

    >intro cutscene
    >cutscene at the beginning
    >ending cutscene after beating elite 4

    any cutscenes in pokemon after the intro should be no longer than the first cutscene of red and blue where the professor takes you to his lab from the tall grass and tells you to pick a pokemon with gary. also there should only be one cutscene like this at the beginning and one at the end of the game. then the rest of the game is exploration and metroidvania backtracking and instances such as the pokemon tower/secret rocket hq/silph co/etc and of course collecting the badges and defeating the elite 4. The gameplay should not consist of just going from point to point activating cutscene after cutscene.

  9. 7 months ago
    Anonymous

    i think people here either tend to forget that pokemon is a jrpg or dont play any games besides pokemon because complaining about a jrpg having a bunch of long cutscenes, railroading you along constantly, or requiring grinding is like complaining that the sky is blue
    anyway theres never been a pokemon game with a good story, so preferably, they should be short

  10. 7 months ago
    Anonymous

    I don’t care as long as they’re good and an option exists to skip them. Game Freak’s 3D Pokémon games fails on both fronts.

  11. 7 months ago
    Anonymous

    As long/short as they need to be, 10 minutes max (This is how long it takes for the Switch to hit sleep mode, since people won't be touching their controller during a cutscene, Fire Emblem engage has shit that will literally go one for 10+ minutes IIRC and it was a major critique from certain people)
    That said it is always best have a skip options for replays or if the game fricking crashes so you don't need to watch and wait out a long ass unskippable thing again for no fault of your own. And you know not Penalize you for it using said skip, Looking at you FFX-2.

    Length honestly also doesn't mean shit if the cutscenes are too frequent. several 1-minute cutscenes that happen every few steps is not necessarily better then one 10 minute cutscene you got at a major milestone after a hour or more of pure gameplay just because they are shorter, if anything they can be worse because they keep interrupting gameplay.

    And that is not going into what "Cutscenes" are, are attack animations cutscenes?"" Is the Ball Shaking during catch attempts a cutscene? And shit like that that can make it a bit harder to note how short a cutcene should be, especially in JRPGs where some elaborate attack animations can be considered "Cutscenes".

    • 7 months ago
      Anonymous

      >And you know not Penalize you for it using said skip, Looking at you FFX-2.
      That's just giving Game Freak ideas.

      • 7 months ago
        Anonymous

        I can't wait for the Ashnime reboot where he mistakes a Voltorb for a Pokéball and it explodes on him when he tries throwing it!!!!

        Why do i get the feeling that actually already happened in one of the frickton of episodes?

  12. 7 months ago
    Anonymous

    I love watching cutscenes when the VAs and animation are right. A good performance can elevate even basic material. Currently Pokémon is putting more focus on arcs and drama, but no voice acting and very little character acting. A game like Sun/Moon also is just slow and heavy on tutorials that don’t add to the story, which hurts an otherwise ok plot.

  13. 7 months ago
    Anonymous

    Should be few in number but the ones you do see should be good, like Black and White's Legendary Dragon cutscene.

  14. 7 months ago
    Anonymous

    They can be 30+ minutes long like Xenoblade if they want as long as they're skippable.

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