Funny Rpg Maker Games With Cutscenes

standardplayer

  • #3

Longer cutscenes are awesome if the story is engaging, and they're washed 'well'. My definition of 'well' starts with not having a semi-static scene the whole fourth dimension.
Especially in RPG Maker, if you lot aren't doing something to modify upward the scene, it tin get pretty ho-hum.
I similar to switch views, practice zooms/cuts, accept wipes or fades while dialogue continues.

The length of the cutscene can exist pretty directly related to whether or not people will want/should take the ability to skip them.

Finally, after you lot've played a game once, often times y'all don't want to sentry every cutscene over again.
The length of cutscenes matters most to me when they're not washed 'well' and/or are unskippable.

CraneSoft

  • #four

Before I talk about cutscene length, I'll begin with this statement from a dev's standpoint:

Take a Message Skip function in your game so cutscenes can be skipped at the actor's choice.

Personally I recall more games should have this feature by default. In that location is nothing you tin can become wrong past having this and I as a player finds it absurd to be required to sit through every cutscene and having printing Enter 100 times every time I replay it due to a game over or simply have to reload the game for some other reason.

It'south a role-playing game. Information technology makes sense to anticipate more, and longer, cutscenes.

No. Cutscenes are simply one way of storytelling and are past no ways need to exist long or all over the place in any role-playing game. If your game has any existent gameplay besides just reading the story, the boilerplate role player volition Non look forward to repeatedly watch cutscenes, especially long ones. RPGMaker games are generally brusk (average ii~4 hour games), and then I wouldn't desire to be spending l% of that fourth dimension reading cutscenes.

Now for the actual topic, for me the average cutscenes should not exist exceeding ii~3 minutes per "scene" that is, when there are no transitions between maps and its just a few characters talking in one area. Grapheme motions and animations tin can certainly assist prolong a scene depending on its context, but ideally y'all wouldn't want to exceed the 5-minute mark. That is usually enough time to portray almost scenes.

The exception to the 5-minute-max rule is cases where you are doing some major plot reveals and exposition and is able to provide enough shock factor to the player to proceed them engaged throughout the whole thing, only don't overdo it unless it's a purely story-oriented game (which you shouldn't have to worry well-nigh length anyway if xc% of the game is about reading cutscenes)

standardplayer

  • #half-dozen

Something important to mention, as a finite thought is that there needs to be a clear distinction between 'cutscene' and just a regular quondam scene in a game.
To a lesser extent, a scene is a lot of things in a game, merely I'll give it two categories:
Dialogue scenes
Cutscenes

Most things belong in the first category. Cutscenes are meant to practise something other than what the regular game looks like all the time. Even if it merely means more emotion animations and more than move. Simply employ this rule (if you're over xx, I'd say this would serve yous especially well from the older rpg days)

If you tin't motion picture letter-battle the screen over information technology, it shouldn't be a cutscene, and should be treated as something else. :b

  • #7

Whatever time a cutscene is a cutscene when it could just as well have been playable, it should accept been playable. Like, if you walk the chief character over to a different place, permit the player do the walking (unless it's really far and used to avoid a agglomeration of backtracking). That way you divide your cutscene in two, information technology doesn't feel as drawn out as when it'due south one connected cutscene.
With long dialogues, always find ways to cut downwardly on unnecessary text. Bits of fluff here and there is fine, only if you tin plow a 3-minute dialogue into 1-minute dialogue without losing context, information technology's worth cut those lines. Additionally, have motility happen. At that place'southward a lot of options, similar moving sprites around, photographic camera movements, battle animations, screen wink/milkshake etc.
Personally, I really like text choices during dialogue, fifty-fifty if they don't matter in the longterm, at least it keeps me thinking about what'south being said and information technology lets me steer a dialogue in a direction I might find more interesting.

whitehiseek.blogspot.com

Source: https://forums.rpgmakerweb.com/index.php?threads/longer-cutscenes-keeping-them-engaging.112949/

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