First Person View doesn't always fit with the scene the devs had in mind. Taking control of the camera away from the player for a tad, in order to create a better atmosphere or convey something better, if fully justified IMHO.
As long as the character doesn't do anything retarded during that cutscene (something you'd never do), as long as what happens is an expected and credible outcome of your action, it's all OK.
And example would be coming to the edge of the ship and jumping - and only THEN does the game cut, showing the massive jump from a cool angle.
I disagree. Taking away the interactivity of the game is never justified IMO. If they want to convey a certain scene, then do so intelligently within the medium. Half Life (1&2, and episodes) does that, quite perfectly a number of times. Notice they are smart to the point to think the scenes in a way that you will only be able to see them from the best "camera angle" possible within the confines of a first person camera: the only way out of the rubble leads to a vista of the citadel where you can feel its immense size; You are knocked down and forced to see Alyx get injured and a strange Vort kill a hunter just in the nick of time; these are just 2 examples.
I mentioned the second example for a purpose. Note that they did take away certain parts of interactivity for that scene, but it works within the context.
All was thought of in advance= good scene design of the medium.
Another good game in that regard that I forgot to mention before is Dead Space. In there, sometimes, the camera is "slaved" at looking at something, but you still can, however, move it around a bit, interact. Other times the camera is fixed (contextually in a 3rd person shooter), but you are still interacting with the game.
Again, all was thought of in advance= good scene design of the medium.
Say in the example of the Master Chief's jump. I really don't remember the full details of that particular scene, but I do remember the chief jumps, camera changes n times, he lands with a noise and Sarge (camera cuts to the inside of the ship) makes a comment.
Why not the player jumps, the LZ is looking bigger, and bigger, and bigger... he lands with a noise, he hears sarge's comment via radio (or whatever they use there)? During the player he obviously cannot manipulate his movement, because he is on freefall, but he can still look around.
Wouldn't that convey the huge proportions of the jump? I believe so. Wouldn't that be better design? Absolutely
Mirror's edge does such things too.
I assume you're talking from your massive experience in making big gaming titles? You think making a game is easy? It's everything BUT that.
No, I'm talking from my experience in design in general, my studies in both game design, game theory, production experience in similar projects (and no I'm not talking of mods) that employ design, programming and art skills just like games.
I'm perfectly aware that making games ain't easy, perhaps I'm even more aware of that than you are. However, you seem to think that making a game is mainly the production process. You are wrong.
The hardest part, which is also the one that dictates how easily the production is done, is the design and planning process.
If the game designers and department managers plan things better, in terms of work pipeline, tools to make and use, etc, the game will be easier to make (I'm not saying it will be easy, I'm saying easier), have more content etc.
Say for instance, perhaps Mass Effect could've had more actual game content if the Designers didn't have the "brilliant" idea of making movies out of the dialogues.
The resources they wasted there could've been used to script more dialogue trees, quests, or areas.
Or if they hadn't had the "brilliant" idea that the player could land on a bazillion, uninteresting planets just to drive around his jeep to collect useless stuff.
The resources they wasted there could've been used to script more dialogue trees, quests, or areas.
They also had the "brilliant" idea of casting stupidly expensive voice actors, because they are famous voices, instead of cheaper, just as good, but less known voices.
The resources they wasted there could've been used to script more dialogue trees, quests, or areas.
Take for example Bioware's Dragon Age. They are actually making what you are saying here - fractal, multiple starting points, multiple endings, completely different chapters depending on your race/class, different quests and NPC's, etc...
However, it takes so much time they had to cut some content and ask for a 5 month delay. So now DA has 6 origins (2 have been confirmed as cut for various reasons), 1 party NPC confirmed cut and probably a few tidbits more. It will still end up being a MASSIVE game, but this just goes to show you how difficult such a thing is.
If you ever had experience with NWN or NWN2 modules, even making such mods took a hulluvalot of time and effort, and they were very linerar and short.
I'm not following Dragon Age, but I'll hold my breath for them. And anyways, Bioware's promises don't really hold up for me. We'll see how different are 2 playtroughs in DA when it comes out. You know, you also start in different areas depending of race in LotR Online and WoW.
But assuming they are being 100% true on what they say: cutting content happens everywhere, everytime. Delays? Check as well.
But anyways, if in the Fallouts they managed to almost make a fractal narrative, with a budget nowhere near of DA's budget, then Bioware is simply, finally, justifying the money they are given.
NWN or NWN2 Toolsets are pretty old and "primitive". Take a look how things are done nowadays (U3, Crysis, FarCry2) and you will realise that good development tools (as well as a pretty well established working pipeline) saves time. Again, part of the planning process.