Cinematic Ambition and the Loss of Player Agency
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But is the scripted corridor always a choice for the story... or is it sometimes just a technical necessity to keep the lighting and AI from breaking? I wonder if the hardware limits are the real culprit here...
It is like modern building codes. We have these standardized ways of doing things for efficiency, but it kills the character of the architecture. You trade the soul of the building for a predictable result.
I actually think some of those restrictions help players focus on the emotional weight of a scene. Without a bit of guidance, I often miss the subtle facial cues that make these modern performances so impactful.
The loss of agency might not be a byproduct of cinematic ambition. It is more likely a result of the industry-wide push to remove friction for a broader market.
The shift is evident in the use of trigger volumes in modern open worlds. Many AAA titles use these to lock player movement during dialogue, effectively turning a 3D space into a 2D cinematic frame.
tighter framing allows for better accessibility and choreographed subtitles.
This happened during the early 2000s transition from systemic RPGs to action-adventures. We saw stats and complex interactions replaced by scripted events in the name of accessibility.
If that transition occurred once before, is it possible that the current cinematic phase is just a cyclical peak? Could we be approaching a point where the novelty wears off and players demand a return to systemic depth?