Cinematics vs Gameplay: The Disconnect
So, the World of Warcraft trailer for the expansion, Wrath of the Lich King, was released a few days ago. I promptly downloaded and began to feel worthless about my skills as a 3D artist in my puddle of awe and drool.
Currently in the middle of WoW and Warhammer: Age of Reckoning (WAR), I’ve been leaning towards WAR lately after playing the open beta. But after watching the WOTLK trailer, it had me second-guessing my decision.
But wait. I always drool over Blizzard cinematics. But the feel of the game isn’t the same as these trailers; if I pick up WOTLK, it would NOT feel the same as this trailer, and neither did The Burning Crusade feel like the trailer (complete with Illidan screaming at me). Why the disconnect? For me, the Warcraft III game felt the same as the cinematics. WHY? The WAR cinematics FEEL like the Warhammer (beta). WHY? I’m just listing and brainstorming some possible reasons why there’s a disconnect between WoW trailers and game, but not Blizzard’s other games, such as WC3, and some comparisons to another high-fantasy MMO, Warhammer.
Graphics
Maybe the disconnect is with the difference in visual quality. We’ve all seen beautiful trailers that look nothing like the terrible game they’re portraying. Both WC3 and WoW have high-poly and extreme special effects, and while WoW cinematics are of “higher quality” the difference between the two for this purpose is neglible (imo), while the difference between actual in-game graphics are more significant. World of Warcraft is a much prettier game, while both using the new Blizzard style of milking the hell out of textures and particle effects for a system-cheap way of creating great in-game visuals.
So the difference between Warcraft 3’s gameplay and cinematics is greater than World of Warcraft’s gameplay and cinematics. Why is there less of a gap in how the game FEELS, though? This leads me to believe that even if the cinematics are beautiful, and significantly better than in-game visuals, it does not mean anything, really. Even having real-time gameplay that looked like a Blizzard cinematic would not promise a similar gaming experience.
Scratch off graphics.
Genre
I’ve been comparing WC3, a real-time strategy game, with World of Warcraft, the powerhouse MMO of the last four years. Maybe transfering the feelings of a cinematic into an MMO is just harder; it’s the ultimate dilemma for MMO game designers. How do you make a character feel important and allow them to change the world? How do you allow this ability for ALL players? Whereas, take WC3, and the player is in command of their entire army. The power of the entire Orcish force at your fingertips!
Above is a trailer from Warcraft III, when the fallen prince, Arthas, returns from being corrupted by the Lich King and takes the throne of Lordaeron from his father. Same guy from WOTLK trailer, actually. Both of these cinematics feature the same character, same feel, same style, and both freaking awesome. When I play WC3, I feel the same tingly, goosebumped feeling as watching this, and while goosebumped by the WOTLK trailer, playing WoW leaves me feeling something different. I WANT TO KNOW WHY.
Both of these cinematics are focusing on the player. The player feels like they’re important; I feel like I’m spying on Arthas going insane in the Northrend, or someone in the court watching the murder of King Tyrannus. I feel important and if this cinematic is made FOR me. As mentioned above, this importance can be conveyed in a RTS setting, but much harder in an MMO one. Maybe this is a reason for the disconnect?
But wait, take Mythic’s Warhammer MMO. They conveyed the same feeling, but how?
They did not take the “personal” approach that Blizzard does. While I do feel like I’m there, in the middle of this battlefield, observing and even participating in the carnage, I do not feel like this is “for” me. But this is okay; while it’s not a personal importance, it’s a team game, and I do feel like I’m rooting for my side (Chaos, obviously) in this cinematic. And, from what I gathered from my short time playing the beta, this feeling is conveyed in gameplay as well. And the whole focus of WAR is the guild. I do not feel individual importance, but I do want to wave my guild’s standard in both the cinematic and gameplay.
I conclude the genre of the game, while does need a cinematic tailored for that specific style of game, whether RTS, MMO, or team PVP oriented MMO, does not confirm a disconnect. You CAN make a cinematic for a game like World of Warcraft that conveys the gameplay, but you cannot “individualize” a cinematic while not doing it in game.
Storytelling
Storytelling in MMOs is much harder than in an RTS. Strategy games are most of the time linear, single-player narratives where the storyteller has full control over what the player experiences, and the gameplay in MMOs are most often disconnected from actual storytelling. When Illidan was screaming at me in The Burning Crusade cinematic, why do I care? I never raided enough to get to Black Temple to see him, as most players never saw him either. Sure, there’s an overarching storyline going on in WoW, but the things non-hardcore players do is neglible compared to the effect of the single-player experiencing all the story in a RTS.
I think this is the same conclusion as the genre; The cinematics have to be tailored for the gameplay.
Gameplay?
World of Warcraft feels like too much of a game. When playing Warcraft III or other MMOs such as Everquest, I never really thought I was playing a game. I was too engrossed in the virtual world, becoming my character and just be completely enveloped by the experience. I was wizard, droppin’ Ice Comets on monsters threatening Neriak. WoW, with all the add-ons, and messages popping up, telling me, “FROST NOVA COMING IN 5 SECONDS, BACK OUT”, makes me realize I’m playing a game. Everquest, on the other hand, told me nothing. I didn’t even know what half the buffs did because they hid things from me. Now I’m starting to miss it.
Maybe immersion also has an affect on this disconnect.
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This has been something I’ve been thinking about for awhile, and this post is pretty disjointed, but I think there are some points in there somewhere. Maybe I’ll clean it up a bit sometime; I think this has potential to be a good paper, maybe, if I was a better writer.
My point is why does a company such as Blizzard create cinematics that are so removed from the actual game? Keep the cinematics, make World of Warcraft FEEL like those cinematics! While focusing on mainly World of Warcraft’s failure in this disconnect, this can be applied to other games. Game developers, when a player watches your cinematics and trailers, transfer that same emotional response INTO the game!
What’re your thoughts? Comment!
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I definitely know where you are coming from this as I have been feeling the same thing. In terms of Blizzard cinematics I have been wowed by them since the beginning of time. They have always been grand and well done after the initial WoW cinematic they let me down. In WC/Diablo games the cinematics were part of the story, summing up your last campaign and moving the plot forward but even the first WoW cinematic strayed from this but not on such a grand level. I still wanted to participate in this game after seeing the classes and races displayed engaging in city burning or one on one battles in the mountains but while conveying a little information about the story still felt like a game. They strayed from this in the BC cinematic by just putting in amusing things (polymorph, blastwaving murlocs SO FUNNY RIHGT?) but who is playing this game that doesn’t know about the betrayer that he needs his own introduction in the cinematic and I feel the same goes for Arthas.
On the other hand EQ didn’t have any cinematics and I still feels beats WoW hands down as it promoted teamwork and knowing your class and class interactions infinitely more than WoW and other MMOs that have been made since while trying to cater to the casual gamer, something I think WAR addresses well by adding a sense of community back into the game.
It seems to me is that the Warhammer world is just way more conducive to an MMO, due largely to their roots. Warhammer comes from the already decentralized setting of tabletop gaming; already Mythic had a world that by the very nature of the game had to allow for a million little stories, over which they had no control, that had to fit in to the overarching themes.
WoW, by contrast, you’re absolutely right about; the transition from RTS to MMO was bumpy and perhaps never quite handled right, or even further, incapable of being handled right, because the WC3 world was one with central characters that had an overbearing presence in regards to the minor units, both in story and gameplay.
I think you’re definitely right in regards to gameplay, too; WoW sort of stopped being an immersive world and started being a numbers game a long time ago.
Yeah, in WoW, it’s not as if what we see in the trailer has anything to do with the gameplay at all…It’s like whoa Arthas and sweet flying blue dragon thing but what *I’m* going to do is wind up collecting centaur hooves and raptor heads.
Maybe if the trailer showed an orc dramatically chopping off centaur feet and getting a pair of boots in return it would work better :B
To put shortly, what I think it comes down to is both WC3 and WoW cinematics are selling a single-player story experience, and only WC3 can deliver on that.
In the Warcraft Multiverse, being a nobody is lame. In WoW, you’re a lvl70 mage. In WC3, you’re THRALL, CHIEFTAIN OF THE HORDE.
Good thing, though, in Warhammer, they sell you the, “you’re nobody important, but you and your guild have the ability to move mountains” experience, which can be translated to both gameplay and cinematics.
I’m not sure I’ve understood your analysis correctly. You say that Warhammer does manage to achieve riveting awesomeness in its cinematic, but this doesn’t make it unique, because WOTLK has done that (for you), too. Right? So basically you must be saying that the good of the Warhammer model is in how its gameplay differs from that of WoW. If that’s so, how can your gameplay analysis wind up more or less inconclusive?
To me it all boils down to storytelling, and how the genre affords this. Aspects of gameplay define the genre. Pile gorgeous visuals in cinematics on top of this and you have a winning formula.
There is no story to tell in WoW that engages the player, as you mentioned. The only way the Warhammer trailer you’ve posted is remotely stirring is that it plays up on PvP interaction, as well as strongly implies sexual tension. It’s not providing a story; it’s saying that you, the player, can easily exercise agency in the creation of your own story within the rich narrative skeleton of this game.
I highly doubt the real game makes good on those promises.
WoW has no real narrative. It’s not an RPG, not at all. All great RPGs necessitate a dungeon master. Failing that, they’ve got to really focus on the single-player aspect of how the story gets told, because otherwise the intimacy inherent to storytelling will be lost, as will the player’s emotional involvement with the state of the gameworld.
I don’t think that human artisanship has scaled at a rate comparable to technological innovation. We now have frameworks that afford the transmission of storytelling on a scale we haven’t dealt with yet. Honestly, I don’t think most people, Blizzard included, understand how the concept of the narrative functions in the human mind. I don’t think we’ve figured out how narrative simultaneously stimulates passions of individual agency and communal purpose.
Ask Solzhenitsyn or Nabokov or Dickens. They might know what to do here, but they might not. Figuring this out will be a revolution in game design, and quite possibly much more beyond that.
Also, bro, let’s get some preview buttons or AJAXified real-time previews or something! Verbose comments are scary here.
But maybe that’s a good thing. =P
@Conor, I’m not saying that Warhammer’s coherency between cinematic and game is because that it is inherently different than WoW’s.. I think WoW can be consistent with gameplay and cinematic, but they either have to change their gameplay so it matches their cinematic (huge change in gameplay), or change their cinematics to match gameplay (like Brittany mentioned, collecting hooves for a quest, and this would obviously make a boring cinematic).
The Warhammer trailer shows PVP interaction and a siege of a city (both huge parts in WAR). This also happens in-game, and from what I could tell from Beta, is pretty consistent with the trailer (obviously not as flashy).
While the WoW cinematic shows the WoW storyline.. who gets to engage with Arthas, who has now melded with the Lich King? Most players are going to be farming gold for mounts.
I agree, there’s definitely a miscommunication problem between developers and storytellers, and it really becomes apparent when a cinematic selling a game isn’t close at all to actual gameplay.
Preview buttons in comments now