The Trouble with Cut Scenes

I recently rented Mass Effect. It got great reviews and I'm sure it was a serviceable game but I found myself unable to play it because it relied so heavily on cut scenes. This got me thinking about dissecting the problem with cut scenes more closely.



Above is a particularly bad "love scene" from Mass Effect. In Mass Effect you occasionally got a choice as to how your character would respond - you can see evidence of this during the scene.
Cut scenes are moments in video games where the story gets progressed but you don't get to play. The idea is that they give you motivation and back story for the action that is to come. They are, however, pretty much unwatchable at this point. When I'm playing a game and get to a cut scene my first impulse is to see if there is a button I can press to to skip it. If it's unskipable I switch over to T.V. for a while until it's done. How did we get to this point?

Problem #1
There's a misnomer that a game should be a "movie you can play". This idea comes from people who control the money but don't actually play games. They see how much Hollywood makes and think that a game will be a sucess if it is more movie-like. But the difference between a game and movie is much like the difference between a movie and a book. Sure there's a link but you need to completely rewrite your idea to make it work. The first thing to understand is that all good games have stories already.

There's a really hungry guy with a pizza shaped head who's afraid of ghosts. He's trapped in a maze with (fortunately) edible pellets and (unfortunately) ghosts. Throughout the maze there are pills that give the man courage and allow him to go on temporary ghost killing sprees.

This story makes perfect sense in the game, and does not require a cut scene to make it work. It would make a terrible movie.
Solution #1 
a. whenever possible, let the game itself tell the story, not a cut scene. The game Portal has a very complicated story, (and even jokes), and it does not use one cut scene.  The image (right) shows a screen shot from portal. "The cake is a lie" is an important moment in the game, and only fun becasue you "discover" it by playing.
b. If you do use cut scenes make them important and unskippable. I should want to watch becasue I have to watch.

Problem #2
The cut scene genre was created by the Japanese, and they still do it best. But when they were first ported to the states the poor translation and the outrageousness of the scene created a campy feel. Famously the cut scene at the start of Zero Wing was the basis for "All your Base are Belong to Us" ("someone set us up the bomb!")
Today cut scenes still have a campyness about them, and overacting is the norm. In some games this campyness is appropriate, (the Japanees game Resident Evil 4 is a great example). In most games, however, the campy overacting is out of place. It seems that the text needs to be translated into Japanese and back into English a few times, and the acting has to be as stilted as possible.
Solution #2
a. Hire experienced voice actors, who have done work for radio before.
b. Try having the actors ad lib and not follow the script so closely. Let them feel the character like a real actor would.
c. Hire writers who are familiar with writing dialog and have them present when the acting happens so they can make changes on the fly.
In other words - if you're going to do it,  take it seriously.

Problem #3
The uncanny valley. This is the phenomenon that the closer a character gets to looking human the creepier they are. The term was coined by Masahiro Mori in 1978, but it applies to today's cut scenes more than ever. The real reason I don't watch cut scenes any more is the Uncanny Valley creepiness of it all. When most people write about this problem, they usually call for a return to classic game play. Clive Thompson in Slate wrote a great article about the phenomenon in which he states

"Jet Grind Radio, the old Fear Effect series, and the more recent Viewtiful Joe all use the chunky style of cell-shaded animation to create characters who are cartoonist yet vividly alive."

He argues that the retro route is the way around the problem, and I agree that it's one solution. I also have to tip my hat to Halo's lazy but brilliant "have everyone wear face shields" work around. But I think that complacency is the real culprit. The industry wants us to get used to it instead of really making lip sync work. If someone makes a realistic style game where the dialog is watchable and the character aren't totally creepy, everyone else will have to follow.
In the old days the cut scene was a pre-rendered video clip that you had to passively watch until it ended. Today's cut scenes are done with the same rendering engine as the game. Often the screen will suddenly letterbox, the cue to the player that a cut scene is happening. The player's controls no longer function, or function in a very limited way (some games let you look around during the scene, or even move in a limited fashion). This is impressive and does keep you in the "feel" of the game but I wonder if we haven't thrown the baby out with the bathwater. I will give up some of the "game feel" if it means the Uncanny Valley is avoided.
Solution #3
a. Be innovative and get it done! It shouldn't be rocket science. Look at how the lips teeth and tongue really operate, we are nowhere close to getting it right yet.
b. go back to pre-rendered cut scenes with real video until we can make something decent.
c. never settle for creepy.