Look, I do hear you, but when there is a director involved and they want to shape the narrative in a particular direction, then that’s one of the tools they have available. It’s just what it is.
> Player Character walks into a room
> Control immediately taken away from player
> Camera slowly pans and zooms to the next door in the room, completely covered in padlocks and chains
> Pauses for an annoyingly long duration
> Camera slowly pans left to a climbable wall marked with yellow paint
> Pause again
> Camera pans back to POV
> Character says to sidekick “Hmmmm, that’ll be tough to get through. We should look for another way around”
This is part of art direction and the director is trying to focus the viewer’s attention on a particular area by utilizing it.
I understand where you’re coming from but utilized well, it is a powerful tool.
It’s a movie technique. Makes sense for cutscenes, not for gameplay.
Look, I do hear you, but when there is a director involved and they want to shape the narrative in a particular direction, then that’s one of the tools they have available. It’s just what it is.
> Player Character walks into a room
> Control immediately taken away from player
> Camera slowly pans and zooms to the next door in the room, completely covered in padlocks and chains
> Pauses for an annoyingly long duration
> Camera slowly pans left to a climbable wall marked with yellow paint
> Pause again
> Camera pans back to POV
> Character says to sidekick “Hmmmm, that’ll be tough to get through. We should look for another way around”
Modern gaming narrative direction 👌
Regardless of the reason, on PCs you fortunately usually have the option to turn that crap off.