gameplay and cut scenes, both ways that are part of videogame storytelling for at the very least 40 years.
Cutscenes were a storytelling method in videogames 40 years ago? Sorry I might've missed those Pacman cutscenes, you might wanna jog my memory there. TLOU 2 is ~20 hours long, ~9 hours of that is cutscenes. That's almost half of the game. That's a big yikes. People meme on Kojumbo all the time, but he's nowhere near that gameplay-to-movieshit ratio.
Cutscenes are a cop-out for videogames, just as a text crawl is for movies. It's what you fall back to when you're either out of budget or out of ideas.
Peak Videogaming here fellas:
Then your example of text crawl adds another layer of dumb into your argumentation as it would make much more sense to compare it with theatre, and guess what...
No it wouldn't.
Videogames are a medium that has a dimension to it that movies don't: Interactivity.
Movies have a dimension to them that books don't: Visual story-telling. And movies share that dimension with theater. So your proposed analogy yet again confirms your fails at comprehension.
Cinema does share a lot with theatre when it comes to writing and storytelling and no, it doesn't need to abandon it's roots because it's a newer medium.
And since videogames don't share any roots with movies, your analogy falls on its face yet again. And if you think replicating movie storytelling makes for a good, let alone award-winning, videogame storytelling you're as dumb as the clowns who voted for these lame-ass awards.
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