Thanks for that Joker, your contribution is as always very informative ;-)
You do make a very important and convincing point in the argument of in-game vs fmv for cut scenes, and when you think about it a little more in the context of most current gen-games FMVs generally won't cut it in most cases.
I must say though i am a bit partial to the old, "play a bit and get rewarded with a sexy FMV" model of yesteryear
I don't get what you are saying. Modern games are not all RPGs. that was exactly my initial point about what he was saying depending on the kind of game and he went ahead and gave an example with EXACTLY the kind of game I had in mind. Most games don't have that detail or requirement in their cutscenes. Even when they are realtime there is nothing to show that the cutscene was affected by gameplay
@buddha
FMVs I assume you mean CG not using actual game assets or the game engine. But like I said a situation can exist where the game is scripted through a scene and then recorded to be played back. This would require disc space similar to what CG would use and pretty much just require the game to run through the scripting once. It can be done in pleasing quality with no slow down for the user and with a greater variety of effects that limitations would prevent from happening in real-time >=30fps. Thats not quite as expensive as "fmv" is it? It also doesn't require optimizations so it might be cheaper.
advantages of greater storage I think are
higher quality sound
More variety in sound options (many languages on one disc, less physical localization?)
greater variation in levels, objects, characters throughout the created world
Higher quality game assets overall (textures, character models, more LOD options?)
More game content on 1 disc
Better video Quality
More videos
More extras
Yeah I remember Wing Commander, I loved that game and I told Chris Roberts that when I met him at CES way back then. Still have his business card actually But back then there was no choice. Now we have a choice, and continuity can be much better preserved with in game engine compared to fmv, without having to compromise game design to accommodate it. I think next gen will be strong enough to always stick with engine for cutscenes except perhaps for some launch titles when time is short, and perhaps for boot up movies.
doesn't in-engine take less time than FMV?
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