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Part of the “golden path” you just haven’t seen yet – If it’s your first playthrough, and you’re watching the first cutscene, whatever is in the next cutscene is not a “secret”, it’s just information that the player hasn’t encountered yet. They are findable.
This is a huge one, and arguably it’s important to many kinds of games, and other forms of art as well. AAA games are first and foremost products and their “smooth functionality” is prized above all else. Ultimately, the player has to like the characters, the world, the art style, the music, and so on.
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.
This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful.
In the world of video games, few people have played as large of a role in progressing video games as an art form as Hideo Kojima. 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).
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