Skippable Cutscenes
Posted By admin on April 22, 2011
usability problem -
use when – When playing a game players want as much control as possible. Putting them in a situation such as watching a cutscene where they have no control over the game (switch from an active to a passive mode) can make them feel uncomfortable. Players prefer interactivity over a passive experience. If they have seen the cutscene before (or not for impatient players), skipping the cutscene speeds up efficiency and improves satisfaction as they can quickly continue with the playing the game rather than waiting for the cutscene to end.
solution – Offer the player the option to skip the cutscene.
Skipping the cutscene can be activated by either by a key-press or by clicking on a visual cue such as a link which states “skip this cutscene”. This pattern can also be applied to splash-screens e.g. the first screen the player sees when loading the games sometimes featuring the logo of the company that made the game.
Skipping the cutscene can be activated by either by a key-press or by clicking on a visual cue such as a link which states “skip this cutscene”. This pattern can also be applied to splash-screens e.g. the first screen the player sees when loading the games sometimes featuring the logo of the company that made the game.
forces:
why – Players are much more likely to remember the correct save game when visual feedback is provided. The search time for a particular save game is decreased because of these visual clues. Otherwise, first a particular save game has to be loaded before a player would know if it is the right one which takes time. This solution improves performance and satisfaction.
examples
Halo – This first person shooter lets you skip cutscenes.
Resident Evil 4 – This action game allows you to skip cutscenes.