The Cinematic Tax and Player Agency
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Do we know if this is a limitation of specific middleware or just a design trend? I wonder if the move toward more cinematic tools in engines like Unreal is making these linear sequences the path of least resistance for devs.
I disagree that good design makes exploration during dialogue viable. In a lot of these games, if you walk too far away from the NPC, the audio cuts out or the character just teleports to you, which is way more immersion breaking than a slow walk.
This reminds me of the early 2000s shift toward scripted sequences. We traded the unpredictability of the physics engine for a directed experience, and we have been paying that tax ever since.
Some of these slowed-down segments are actually helpful for accessibility. It gives players who struggle with fast-paced navigation a chance to process the narrative without worrying about missing a turn or falling off a ledge.
Using accessibility as a shield ignores the fact that trigger volumes can be tuned for accessibility without locking the camera. The forced walk is usually a shortcut for developers to ensure a script triggers in a specific order.
look at the decline of immersive sims; narrative is now delivered via cutscene rather than systemic interaction.