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!

Motivation:Animation

So, being only one week since I technically graduated, I’m still feeling restless without a job. Having been looking and preparing over the last year, doing everything I “should” be doing, like attending conferences and networking events, being in the labs constantly, get to know people in the industry, and such like that, it’s just frusterating to see classmates enjoying themselves, not worrying about a job (or content with freelance and abundant web developer positions, I envy you). Aaron just (probably) got a job in NY doing some 3D modeling and scanning, and he’s super psyched about it, ultra grats to him, he deserves it, as his job hunting efforts rival mine.

So, feeling devoid of motivation, I came across someone on one of the many CGAcademy boards that is new to modeling, but was looking to see if anyone was interested in rigging it it so they could start animating it. Turns out this guy is also a recent graduate and looking to work on some personal stuff, so we’re totally in the same boat it sounds like. I make a rig, he makes some animations, win-win!

Cartoon Bear by Michael Woodside

He was looking for a cartoony rig with stretch and squash features and such to go with the cartoon-style of his model. Awesome! I’m all over this, I need more practice rigging and this would be a great portfolio piece, and I have never done a full cartoon rig. Let’s do it! He sent me the MooM 4.0 rig for inspiration and said he liked a lot of the features on it. After looking through it, it did have plenty of things I would want in a good cartoon rig:

  • Independent toggleable/blend FK/IK controls for arms and legs
  • A waist control, separate from the COG node (something I really need to finally do)
  • A suitable facial rig (nothing too extrodinary, but works great)
  • Foot and hand controls: Your basic heel and toe rolls for the feet and master curl, spread and twist for each finger, as well as individual knuckle curls, in addition to a master hand controller with master controls for all of these things for all fingers. All pretty much the norm, but it’s a good bunch.
  • Stretchy arms and legs in both FK and IK modes.. and spine!

So all this is looking great for inspiration, but there was a few things I wanted to add, and after talking to the animator, he was all about it:

  • IK/FK snap: I’ve made a MEL script before that autocreates an arm with IK/FK blend and snapping ability, so I can do this and the animator seemed really interested in it as well!
  • The FK controllers didn’t move in accordance to the stretches, so I’m gonna try to add this if I have the time.
  • The MooM rig had a disconnected hierarchy, also, something I’ve never done before, so going to give that a go. After talking to my Character Animation Professor-Grad Student-Mentor, Matt Smith, he gave me some tips so hopefully it’ll all be good.

Even if I make a rig for this bear almost identical to the MooM rig, I’ll still be proud of it: It’s a nice cartoon rig. If I can add those additional features, I’ll feel like a rigging badass. Will post updates as they come!