Stop Using Cutscenes for NPC Combat Deaths!

#1 - Oct. 19, 2012, 1:20 p.m.
Blizzard Post

This is a common trope for video games these days. If an NPC character ‘needs to die’, the player is locked out of the game by a cutscene where the enemy ends up killing the NPC without the player being able to do anything to stop it.

It seems like it would be a great dramatic effect, but it’s not. Doubly so if the player was actually winning the fight easily, then suddenly the boss decides to one shot your buddy? What? It’s annoying, and breaks the immersion completely.

If you must have an NPC killed off, stop using the cutscene cop-out. You have coded in plenty of brutal control effects for the game. Use them. Immobilize and stun our characters, knockback, pull, launch… whatever you need to do to keep our characters from saving the NPC, but don’t just suddenly enter a locked cutscene where we have no reasonable way of knowing why we were suddenly so useless.


I had that boss pinned down and disabled, then suddenly my character is nowhere to be found?! Not even in view! I’m a WARRIOR. Of course I was right next to the boss! So the boss one hits one NPC, then smacks down Beirne to his death… and my character was where? Offering emotional support from the bleachers?

That is poor story design, ArenaNet. Stop using it.

#2 - Oct. 19, 2012, 2:21 p.m.
Blizzard Post

It’s a tricky issue. Players have a number of tools to break story sequences, intentionally or otherwise. They can break out of stun/immobilize, they can push/pull NPCs, try to drop obstacles in the way of NPCs, et al. Going to a cutscene is heavy handed, yes, but it’s the “safest” way to deal with certain sequences. We don’t have the resources to account for all possibe outcomes (like doing 2 totally seperate story chains based on whether an NPC lives or dies).

#4 - Oct. 19, 2012, 3:50 p.m.
Blizzard Post

For human characters, Beirne is the very first NPC they meet. So, granted, he doesn’t mean anything to other species, but we didn’t pull him out of thin air just to kill him for this step. : )

#10 - Oct. 20, 2012, 7:57 p.m.
Blizzard Post

Also, a point I forgot earlier—a cutscene means that we know that the player sees the important part. We had an issue with some steps where the player would look the wrong way at the wrong time, and have no idea what just happened.