Yes, which is fine in a single-player game where you skip the cutscene and move on. In an MMO, you have half the raid skip and the other half watch. Then the half who skipped whine because they have to sit around, the half who want to watch whine because they wanna watch, and everyone gets pissed off.
"I get up early. And I don't go to bed until I've made some very poor decisions."
*Antaeus, Defiant Kelari - Faeblight RP-PvE
Now available: Telara, as seen through screenshots of varying quality.
Everything has a place. But for me, the place for cutscenes is through trailers and on the website. I don't want them messing up the pacing of my questing or raiding. Cutscenes also force everything to follow a linear path. I rather like that I can go here, there, and there, and eventually merge into one underlying story.
Personally, I love it when the bosses talk as you're killing trash. Iron Tombs is one of my favourite dungeons simply because the first third of it, you can hear the guy talking. Instead of getting to the boss and waiting for him to shut up so you can kill him, I think it's much for fun to have them talk while you clear the trash, so you get a bit of background and can do something useful at the same time.
"I get up early. And I don't go to bed until I've made some very poor decisions."
*Antaeus, Defiant Kelari - Faeblight RP-PvE
Now available: Telara, as seen through screenshots of varying quality.
Waiting around in repeatable content often doesnt work well in the long run. I have flashbacks to ICC in WoW and having to wait for Saurfang to shut up for the 5th time that night so we could actually get to fighting his undead son. That got really annoying after a while.
I dont think we need large amount of things like cut scenes. Voice acted dialog can work really well as has been suggested in several examples. Infact its probably better for hooking a player cause it doesnt neccesarily removed them from control of their toons.
The other issue I think is accessability of lore in game in general. If I want to know about say the history of Lord's Hall and its fall I generally would need to look on the internet for info. So much lore could be made more accessable by adding books or having local sources of lore info (such as NPCs). Id have loved to find out more about how Granitewood Crossing fell but the most information I can get on it seems to be from the flavor text on an artifact set.
Good point. I think the lore background in Rift is damn good for a fantasy game, the lore in-game is 'good'/passable, but the presentation is often lacking (to say the least, though there are good spots), and the * accessibility* is just poor, even with they steps they did take to encourage that.
Basically, instead of the game inviting you to explore the lore, you have a game where you have to put forth effort to care about finding the lore. There is a big difference between the two. The good thing for me is that I'm willing to put forth the effort, but the generally bad thing is the most players won't, therefore they won't learn the lore, therefore they won't as interested and invested in the game and just call Rift 'ugh another fantasy MMO'. It's a chain of events with a potential playerbase that is hard to measure - those who both care AND don't care about lore at the same time seem to make up the majority of players.
Maeloda ~ Defiant Kelari Male Rogue ~ Level 60 (Expert) ~ Faeblight ~ Philanthropy
GSB 5/5, GP 4/4, DH 4/4, RoS* 4/4 || HK 2/11, RotP 0/4 || ID 0/8, PF 0/4 || FT 0/4, TotSQ 0/4, EE 0/5 || GA 0/4
* = Conqueror
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