So you're tired of having to either wait in solitude while a cutscene is playing. Maybe you minimize your game and do some other stuff while Hi-Pan is explaining his evil plot to the gangs of westside for the umpteenth time. Well, what I have here is a suggestion that aims to minimize these issues through three big components, listed in rough order of (estimated) difficulty that each feature would entail:
- Fix the 'mouse-focus from camera' bug, which locks the cursor at the center of the screen during some cutscenes.
- Let players continue to chat and interact with other players while a cutscene is playing.
- Have a system in place to skip cutscenes.
Labeled helpfully with numbers, each element is as follows:
- Chat Box - Same as the chat box inside the tailor, the Chat Box in cutscenes is initially collapsed into a small button in the lower left. When pressed, the entire chat menu will become available to the player for them to type, switch channels, and communicate as they please. Note that if the chat box is up and the player is typing into it, it will consume input concerning other elements of this UI, such as:
- Skip Cutscene Prompt - This label tells players that, in order to skip a cutscene, they must hold down the skip cutscene button (default likely would be space or A on controllers). If this is held down, then...
- Skip Cutscene Dial - This dial will fill up, indicating how long the key/button was held. And once filled, the player will be confirmed for wanting to skip the cutscene.
- Teammate display - Anonymously displays the other teammates and their cutscene-skip status. If a portrait is empty, this means they have not skipped the cutscene. If it is filled, they have confirmed a vote to skip. the cutscene will only skip if all players successfully vote.
Note that I understand that for some situations it is impossible to skip cutscenes because they are required to trigger events that allow the player to advance the game (i.e. in Resistance, there are cutscenes which will trigger situations such as: cave ins, floods, force-cascades that open up exits...) But then it's a question of whether skipping the cutscene is going to actually skip
the events of the scene, or just restore control to the player? And if restoring control to the player, then is it safe to allow them to move into certain parts of the map? Could they get trapped or interfere with movement?
And so that's why the plan has three parts, and certainly why
the function of just straight-up skipping a cutscene is very difficult to implement. But at the very least, the first bugfix and the feature would be nice, right?