>cutscene doesn't show a skip/pause prompt because it would "break the immersion"
Why the fuck would you need a prompt for something that is usually the same button or key across all games and platforms. Do you need the game to hold your hand so much you need a pointless little prompt to tell you that you can skip a cutscene?
This bugs me on the PlayStation. 50% of the time its the Start button, the other half it's X. Every single time I guess wrong. It's a mild inconvenience, but it makes you feel so inferior and unintelligent.
>>343162082
>try to pause in cutscene to go to the bathroom since a lot of games let you pause during cutscenes these days
>skips the cutscene instead
> Skip cutscene
> Don't know where to go/ what to do because there's no explicit in-game goal marker or summary
>>343162082
>some asshole eats your pudding even though you wrote your name on it
>>343162553
It's so we know during our first playthrough if we can pause/skip cutscenes. You have no idea how many times I was afraid to pause a cutscene thinking I would skip it entirely and have to do content I just did again to watch it
>game has text message system
>can give different responses to a message
>but you can only preview one possible response and when you do you're locked into sending that response
what bullshit
>>343167895
I think S;G0 is supposed to be less bullshit in that regard. Making the responses come from vague key words that lock you into an answer is just bad design.
>>343162082
>start game
>cutscene plays
>OCD prompts me to hit all the buttons to see if cutscenes can be skipped and if there's a confirmation before skipping a cutscene
>no confirmation, the cutscene is just fucking skipped
>restart the game after enjoying some loading
>>343167724
>Some writer inserts a pudding scene to help people keep a frame of reference for time in a time loop story to make it clearer for viewers of the adaption