Meanwhile, at the Legion of Doom...

Eschaton

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I'd like to discuss a storytelling trope in which the player's POV is cut from the protagonist's to the antagonist.

On one hand, it provides an opportunity to introduce the villain, to see him/her/it/shklee/them in action, to provide exposition, and above all else, to create dramatic irony.

On the other hand, I feel like it is an unwarranted trope in video games, because it can harm player/protagonist integration.  It can affect pacing.  It can distract the player from the task at hand. 

Anyway, what are your thoughts on segues to the POV of the antagonist(s) or other NPCs?
 

Clord

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I used that in one of my games to showcase how powerful villain is and have some fun with a short power trip by easily soloing otherwise dangerous enemies. It also explains why villain is chasing a protagonist.
 
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West Mains

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Considering the size and convoluted natuere of my game's story, it requires to switch between point of views in order to give certain insights into character motives and stuff like that.
 

Milennin

"With a bang and a boom!"
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Depends on the game. Sometimes it's fun to see what the dark overlord is up to. It's not something I use in my game, though, I don't think it would fit within the type of game I'm making.
 

Tai_MT

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This is largely a storytelling question.  It's also largely based on HOW you want to tell your story.  I don't think either way is really that wrong, though it may not fit for all stories.  If you're trying to leave mysteries and twists about your villain and plotlines, then leaving it out is probably what you need.  If you want the player to know how the enemies are operating, then it's a good way to show them.  If your game has comedy, it can also be a way to get some jokes in the game.

But, this is like an argument about beauty.

It's up to your personal tastes.  It's up to how you want to tell your story.
 

Eschaton

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I stand by my decision to post it here, because when it comes to RPGs, story is intrinsic to gameplay.
 

Probotector 200X

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Well, it depends!

If you wanna keep the player in the dark, then don't show those villain cutscenes.

Sometimes, the villain cutscenes actually make more questions than answers though! It's kind of fun to replay a game, and suddenly the ominous villain meeting makes a lot more sense, because you already know what their plan was from playing the game.

Villain group meetings sometimes make me like the villains more, because we get to see them interacting with each other, away from you. Maybe you just fought some villain that seems like a violent, ruthless monster...but then the player sees them in the villain meeting, and we see they care for their comrades! Kind to their friends, ruthless towards their enemies. On the other hand, it's interesting to see that happen with your characters present. But it's a different thing entirely. Like I said, it depends!

If you are worried about it effecting pacing and the like, then think about ways to integrate things. Like, make the villains meeting foreshadow later events, but also be relevant to the next or most recent event. Cut away to scenes like this after your party rests, so it's not as distracting.

I'm thinking about the original Wild ARMs. I love the Quarter Knight meetings, and how they greatly foreshadow future events, they also are immediately important. If I recall correctly they are also usually after the party finishes something, like resting at an inn, or resolving something. Also, that feeling when you reach that room where you the player saw the antagonists meeting several times...It's very effective sometimes.

I think it's very effective when you've only seen one or two villains so far, and already fought one of them with great difficulty...then you see they are part of a much larger group! I think it gives you a sense of...fear? Like, those guys were tough, but now we see their comrades are tougher, and their leader tougher still! And you the player know that these big bads are coming after you, knowing the protagonists are completely oblivious!
 

HumanNinjaToo

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Here's a thought: Show the villians perspective without revealing they are the villian. Or even better, really work at making the hero look like the villian and visa versa. Albeit, that would take some legendary writing but, it would be epic!
 

West Mains

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Here's a thought: Show the villians perspective without revealing they are the villian. Or even better, really work at making the hero look like the villian and visa versa. Albeit, that would take some legendary writing but, it would be epic!
I always love that moment where you finally, after much questing, beat the bad guy only to find out he was the good guy, and you just helped the bad guy by accident, making your quest even harder to complete. 

Although the character guys in mine, at least some major ones, are more "morally ambiguous guy" than bad guy/good guy.
 

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