GDC 2014: Irrational Games' Animation Director: “We Need To Push Past Cutscenes”
Written Friday, March 21, 2014 By Dan WebbView author's profile
Irrational Games’ Animation Director, Shawn Robertson – in his talk yesterday on creating Elizabeth in BioShock Infinite – had some interesting things to say on the future of cutscenes in video games, urging other developers there to “push past” them.
“Cutscenes!” Robertson exclaimed, “We obviously rely heavily on cutscenes – that, I’m not going to go too much into today – and I’m very proud of the work my team and I accomplished with them…” he went on to say. But there was a but, there’s always a but.
“But we need to push past cutscenes to what’s next for narrative in games."
“I want to bridge that gap between high fidelity and high interactivity that I talked about earlier,” he continued. “I want to allow each player to have an individual and unique experience. I’m certainly going to want to stand here after our next project and talk about cutscenes the same way I talked about disembodied voices and humans behind glass at the beginning of this talk,” which wasn’t very positively at all and that they were a thing of the past.
Both Robertson's comments yesterday and Levine’s comments today are all in the same line of thinking, so much so that surely they have to be a big hint at what’s next for Irrational Games in terms of direction… or what’s left of it, anyway.