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Depends on all the basics, like don't make a cutscene longer than it needs to be. Make sure to put some effort in so it's not just a big text scroll or 2 sprites standing still on the screen while making a bunch of dialogue boxes pop up. People have different preferences for what they like in a game, and personally I have a low tolerance for long cutscenes, even if they're well made or well written. I want to play a game, not watch one. And that goes especially for RPG Maker games that have extremely limited graphical capabilities, where cutscenes are rarely made in a way that makes them tolerable to sit through when they start to drag on in length.
Good things to consider are asking yourself which information is actually important and what can you cut out without confusing the player about the plot. Perhaps a bunch of your background lore can be put into optional readable material, opposed to being shoved into a cutscene. Perhaps you can insert playable sequences to your cutscene to give the player game to play while stuff is happening. Perhaps you can find more ways to make the cutscene visually interesting to watch as it plays out.
Good things to consider are asking yourself which information is actually important and what can you cut out without confusing the player about the plot. Perhaps a bunch of your background lore can be put into optional readable material, opposed to being shoved into a cutscene. Perhaps you can insert playable sequences to your cutscene to give the player game to play while stuff is happening. Perhaps you can find more ways to make the cutscene visually interesting to watch as it plays out.