danger/u/
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When you click "Start Game"

| Do you prefer:

1. Cutscenes that give you context for the story so you know what's up when starting?

2. Right into it so you can start playing, get a feel for it and figure out the story through playing?

3. Quick back and forth of cutscenes and playing so it's a controlled start that tells you what's up but you can still press buttons?

4. Text on screen that tells you the gist of what's up so you can get into it quickly but still have context before you start playing?


| I very much prefer playing immediately. Not that I have a problem with cutscenes themselves, it's just most of them in games aren't very good. Whether it's bad writing or just being boring to sit through.


| 1., please. My favorite start to a game is, to this day, GTA3. The intro cutscenes set the situation and theme immediately, and you're kicked into the world in the height of the action.


| 1 as well. It runs the risk of becoming long-winded and boring if not done well, but 3 and 4 both irk me and 2 only rarely works well. I already get lost in games enough on my own, I don't need to be encouraged lmao


| Really depends on the game. Can't say which I prefer offhand.

Though, 4 is just badly done 1 imo. 3 is just 1 with more effort (which can be good or bad)


| 6 screens of gameplay and visual settings


| 2


| Personally, I like 1, 2 and 4.
1 is a pretty solid option, gets you invested in the setting and the story of the game.
2 is an option where you bond with tje setting/story through the starting gameplay. It can be done extremely well and done bad too.
4 is an option I like often, specially when the world and the aesthetic of the game is solid and well executed, so that way, I can let my imagination set free with the text of the setting/story.


| In most games, I'd say 2. Story is better conveyed through actual gameplay than through cutscenes.


| 1 and 3. Most games don't give you any context of what's happening at the beginning and I find that a huge turn off. I need some idea of what's happening, esp in RPGs, so I can find myself immersed in the story. Gameplay alone isn't enough at the beginning because most games have barebones gameplay at the beginning.


| I'm not against 1 if the cutscenes are skippable at least, but usually prefer 2 or 3 since I got into a habit of launching games to test how well they run on my system waaay before I'm actually going to play them.


| I've found that the most engaging introductions would fall into option 2, but only if the game is taking that introduction as a world-building opportunity.


| -Navigating the player through different parts of an area that are emblematic of the game's setting.
-Witnessing events that set the tone of the world, or give insight to the problems the player will face.
-Introducing characters who will be important to the story.
-Learning the game's mechanics without needing to go through something like a literal training simulation.
-Having optional opportunities to learn details of the world, if the player so wishes.



| Accomplishing these things through gameplay can be more difficult than a lore dump, or some cutscenes. But if done properly, I've found it always leaves a better impression. A good example would be Final Fantasy VI:


| You get a simple cutscene that builds anticipation while rolling some credits, then it tosses you in. You aren't given any explanation outside of what's necessary, and your image of where you are, what this world is like, who these people are, and why you're here are all answered subtly and gradually. It's done in such a way that it's tough to really tell where the introduction ends and the game begins, because it's really not considering it in such black-and-white terms.


| Square games did this a lot, actually. It really drew the players in, and made them curious about what was going to be revealed to them next. You don't start the game with a clear image of the world you're exploring, you're left with a lot of details missing, and learning them is like finding more pieces to a jigsaw puzzle; You have a general idea of what this image is, but you keep finding new and wonderful details that build on it.


| Sorry, I went on a tangent. This was actually a fun question to think on.


| I prefer option 1, but with skippable cutscenes, AND an option in configuration window to automatically omit the first cutscenes.


| >>76d815
I'm glad you liked it, and personally I agree with you, but I find the different methods and different people's perceptions of it to be pretty interesting.


| I prefer 1. Cutscenes are my motivation for playing. Otherwise I can't connect to the characters or world


| 1. Kind of don't want to be thrown into the deep end immediately. Would like to know what is going on before I am yeeted headfirst right into the thick of it. Would say if you do want to get into the thick of it or throw them into some action. Maybe wait like 5 minutes in terms of gameplay,like a small tutorial or atleast blend a tutorial in with the beginning story,just so the player can get their bearings. Does not have to be a cutscene at all.


| a quick cutscene is good.
an unskippable hour long mess is bad (looking at you this is the police 2)


| I prefer to know the person before we have sex.

Total number of posts: 23, last modified on: Wed Jan 1 00:00:00 1635917868

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