Animated Cut Scenes Yay or Nay?

Ninja Art

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What do you guys think about animated cut scenes in rpg maker games? When I say animated I don't mean with sprites, but rather it being 2D animated like an anime. Now this style of cut scene would only be used after each chapter of the game, in the opening and ending. There would still be in game cut scenes with sprites during the chapters however. Let me know our opinions on this! Thanks!
 
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It would be amazing from my point of view you did but if you complicated, no.
 

Frogboy

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I'll say yay.
 

cabfe

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In theory, it's nice to have it.


However, there is a reason why they are rare: cost (and quality).


If you don't want something that looks so bad it actually hurts your game, warn your bank first.


But if you're talented and/or rich, go for it!
 

Tu-Face

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I think it would be really cool. It would definitely make a game stand out.


I remember doing some research on it before, and apparently 300,000 JPY is pretty standard rate for a decent 30 second cut scene.
 

Dr. Delibird

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As long as it is done relatively well (relative to the quality of the rest of the game, cant have CG with 16 bit mario xD).


Like Dragon Quest IX (?) The sentinels of the stary skies has an animated anime style intro.
 

Saboera

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If you have the means, definitely go for it.


So Yay!
 

HexMozart88

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Yay. Definitely. I was actually thinking of doing some for my own game. And @cabfe, you don't necessarily need to be rich. When I make animated videos, I usually just use Photoshop to make GIF files, then render the videos, then use Premiere to put it together. It still looks good and you only need to pay to get those two programs. And it also means smaller files. 


So, go for it! 
 

Henryetha

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Most games, however, simply use various images + a story + some animation effects + sound/voice/music.


I think like this it's great aswell but a way easier to create it.


So.. mostly depending on your opportunities.


Anyway I'd prefer beautiful, story-telling images like mentioned above, than a bad video.


If you're able to create a good animated cutscene, then ofc, go for it!  :)  
 

cabfe

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Yay. Definitely. I was actually thinking of doing some for my own game. And @cabfe, you don't necessarily need to be rich. When I make animated videos, I usually just use Photoshop to make GIF files, then render the videos, then use Premiere to put it together. It still looks good and you only need to pay to get those two programs. And it also means smaller files. 


So, go for it! 
I've heard a professional anime maker said that for 1 minute of animation, it cost him $9000.


And that wasn't top notch, just something good enough for mainstream TV.


Of course, you can always tone down your quality level, but it's quite useful to be "rich" if you want something that looks good. Or be talented and do it yourself. Remember that it's at minimum drawing 15 pictures for each second on screen.


Try to commission an artist for the amount of pictures you need and do the math!
 

txtk

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I think it's too costly in both time and money wise to be worth it. Even commercial non-rpgmaker indie games usually only have one animated scene (intro). Even older AAA games only have an intro and an ending, that's it.
 

Dr. Delibird

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I would honestly have to say people are overestimating how much it would cost to commission somebody to do an animated cutscene.


A lot of graphic designers who are considered big time or such will generally over charge for their work. I do not mean rip off but more that they set their price points far above what they would be if they weren't considered successfull but their level of skill remained the same.


Yes if you want animated cutscenes for your entire game you better have a deep wallet but if all you need is an intro (ie 1 cutscene) it is not a crazy amount (certainly not bank breaking).


The opening cutscene for Dragon Quest IX, for example, is roughly a minute and a half (around abouts anyways). Now the amount of frames per second in that cutscene is roughly (again, not exact) ranging from 15-30. Let's say for arguements sake that it is 15. That is 1200 frames total. Now depending on how many different shots your cutscene has, most of that 1200 is a slight modification of the last image (ie, the actual animation aspect of the entire process). The more shots the more "unique" pictures that have to be made and hence the more work the cutscene will be.


Now lets say for arguements sake you want a quick 30 second intro that is just there to be flashy and pretty and stuff (nothing too in depth or technical), so 450 frames. In this intro you would most likely want your logo either throughout or right at the end, now for anybody who has commissioned a logo or title screen background before would know they are (generally speaking) not expensive, especially if it is for non-commercial use. If you already have the title screen background or logo ready then that is roughly 1/4 of the work done for the animator. Now let's say you want the cutscene to be like this: black screen, shield fades in at centre of the screen, sword spins clockwise and is moving from top left to centre meeting behind the shield with the tip pointing to the bottom right, another sword mirroring the first on the other side of the screen, background fades to a paning shot of a kingdom, finish. Fading in of the shield is easy and it does not need to be redrawn for each frame so only 1 shield is needed to be drawn. Only 1 sword needs to be drawn since it will be copied and mirrored and rotating of the sword does not nescicarily need re-drawing (depends on art style and how the graphic artist handles shadeing). The black background is obviously not time consumeing and neither is the fading of it away. The paning of the kingdom shot is probably the most time consuming as the image has to actually be drawn to be larger than the screen size to allow for the paning. Now if the animator is also the graphical artist then the process will be atleast 1.5x longer if not 2x but that is cheaper (by roughly 25-50%) than having a seperate animator and artist but having the two seperate people will make the process faster. Now this is quite a simple example and depending on the quality of the artwork (which is one of the larger factors in the cost) not a largely costly thing, you might have to pay a few hundred dollars for an average/above average art quality 30 second cutscene but it is nowhere near thousands of dollars.


I mean I could probably make what I wrote in the example and show what the end result would be for an average-ish level of artwork cutscene (still working on getting better and graphics but I would say I am at the very least average). That is assuming anybody is interested in seeing what it would look like.
 

HexMozart88

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To add on to what Dr. Delibird said, it really depends on the art style and how detailed you want it to be. However, if you want to have money left over afterwards, don't be Metal Gear Solid and have 45 minute cutscenes. But, if your scenes are longer, maybe do them as flow animations rather than full animations as it is rather less time consuming and still looks good. 
 

Dr. Delibird

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To add on to what Dr. Delibird said, it really depends on the art style and how detailed you want it to be. However, if you want to have money left over afterwards, don't be Metal Gear Solid and have 45 minute cutscenes. But, if your scenes are longer, maybe do them as flow animations rather than full animations as it is rather less time consuming and still looks good. 
Yeah this as well. Some art styles involve a lot of work on shading and the lighting because of how said art style is and so naturally makes the process much longer meaning it will cost more in the end. Generally art styles with 2 or 3 toned shading are probably the way to go if you do not want to spend a lot on a cutscene.
 

kaukusaki

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If you have time and some change why not? I use movie storm and anime studio for cutscenes for my games depending on style these days. Before I got fancy  software it was animated gifs and bitmaps with fancy dissolves lolz 
 

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