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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.

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Hideo Kojima: Influential and Innovative Video Game Director and Writer

Game Designing

Combined with his love for film, this leads to deep story-driven games with lengthy and cinematic cutscenes (Metal Gear Solid 4 once held the world record for the longest cutscene in any game). This is well on display in his most recent title, Death Stranding, which has affectionately been called a “walking simulator”.

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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.

Studios 98
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Deathloop deconstruction / design thoughts

Radiator Blog

unlike Outer Wilds, golden loop here is heavily hard-gated by quest progression, not a "true" information game, compromise with AAA market? I imagine Arkane debated this a lot, and over the years, had to bow to AAA approachability and clarity. sorry if your game happens to crash, or you get a dreaded UI freeze.