Opmærksomhedsspændet er kort nu om dage, men spil, der tvinger spillere til at sidde igennem hvert sekund af deres mellemsekvenser uden mulighed for at springe dem over, skaber ofte frustration. Der er en balance mellem at skabe meningsfulde historieelementer, der fastholder uden at tvinge spillerne til at se med. I stedet, som Petr Pakar - cinematic director hos Warhorse Studios - fortæller os, er der nogle få måder at holde mellemsekvenser spændende for spillerne og gøre dem umulige at springe over, selv hvis muligheden er der.
"Well, the joke or the point is to make them as entertaining as possible. So the player actually doesn't want to skip the cutscene. It's a treat for them. So our philosophy is to make them as nice, as funny, as entertaining, as tense as possible."
Selvom man måske tror, at mellemsekvenser bør være så korte som muligt for at fastholde spillerens interesse, mener Pakar ikke, at det er tilfældet. "A few of our cutscenes are quite long, but we worked very hard not to be boring. I mean, if the dialogue is really refined and there's always something happening, it can be long and entertaining at the same time. We actually like long shots and atmospheric shots and long cinematics and meaningful talks. So not necessarily short, but it still has to be effective."
Hvis du vil dykke lidt mere ned i den tekniske side og finde ud af mere om Kingdom Come: Deliverance IIs mellemsekvenser især, så tjek hele interviewet nedenfor: