Difference between revisions of "Cutscenes"

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Version 2.0: synopsis updated
 
Version 2.0: synopsis updated
 
| description=
 
| description=
In their typical form, [[Cut-Scenes]] are cinematic parts of the game inserted between moments of [[Gameplay]]. They usually serve the [[Narrative]], and do so in a way that has strong impact in the [[Emotional Script]].
+
In their typical form, [[Cutscenes]] are cinematic parts of the game inserted between moments of gameplay. They usually serve the [[Narrative]], and do so in a way that has strong impact in the [[Emotional Script]].
  
 
Being static pieces, they are prone to incorporate more closely techniques from film practice, including in terms of the approach to sound. Still, considering the pertinence in keeping the whole product coherent, for instance regarding the [[Acoustic Ecology]], it is relevant that they are considered holistically, in conjunction with the others components of the game ([[Sound Places]]) – that is, the [[Gameplay]] but also the [[Menus]] and even the [[Title Screens]].
 
Being static pieces, they are prone to incorporate more closely techniques from film practice, including in terms of the approach to sound. Still, considering the pertinence in keeping the whole product coherent, for instance regarding the [[Acoustic Ecology]], it is relevant that they are considered holistically, in conjunction with the others components of the game ([[Sound Places]]) – that is, the [[Gameplay]] but also the [[Menus]] and even the [[Title Screens]].
  
It is worth noticing that some modern games include ''interactive'' [[Cut-Scenes]], which present new opportunities and challenges, closer to those of regular [[Gameplay]].
+
It is worth noticing that some modern games include ''interactive'' [[Cutscenes]], which present new opportunities and challenges, closer to those of regular gameplay.
  
What is more, there is controversy regarding the appropriateness of [[Cut-Scenes]] in video games. Some designers defend they are disruptive and compromise immersion, for instance. {{Pending| Develop this further in 'Additional Comments'}}.
+
What is more, there is controversy regarding the appropriateness of [[Cutscenes]] in video games. Some designers defend they are disruptive and compromise immersion, for instance. {{Pending| Develop this further in 'Additional Comments'}}.
  
 
| additional =
 
| additional =
{{Pending| Elaborate on the controversy about the appropriateness of Cut-Scenes in video games.}}
+
{{Pending| Elaborate on the controversy about the appropriateness of Cutscenes in video games.}}
 
| examples=
 
| examples=
 
| ex1=<mt p="CutScenes" g="GTA4" altg="Grand Theft Auto 4" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="CutScenes" g="GTA4" altg="Grand Theft Auto 4" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="CutScenes" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">This game is well-known by an extensive use of Cut-Scenes.</mt>
+
| ex2=<mt p="CutScenes" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">This game is well-known by an extensive use of [[Cutscenes]].</mt>
 
| ex3=<mt p="CutScenes" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex3=<mt p="CutScenes" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex4=<mt p="CutScenes" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex4=<mt p="CutScenes" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex5=<mt p="CutScenes" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}"></mt>
 
| ex5=<mt p="CutScenes" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}"></mt>
 
| ex6=<mt p="CutScenes" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt>
 
| ex6=<mt p="CutScenes" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt>
| ex7=<mt p="CutScenes" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}">[[Cut-Scenes]] serving the [[Narrative]].</mt>
+
| ex7=<mt p="CutScenes" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}">[[Cutscenes]] serving the [[Narrative]].</mt>
 
}}
 
}}

Revision as of 21:47, 21 November 2011

Deck←
Name deprecated: Cut-Scenes (version 1.0) → Cutscenes (version 2.0)
Front face Back face
The card's front face The card's back face

Synopsis

Sound of cinematic pieces.

Relationships

Contexts:
Narrative , Emotional Script .
Peers:
Title Screens , Menus .

Description

In their typical form, Cutscenes are cinematic parts of the game inserted between moments of gameplay. They usually serve the Narrative, and do so in a way that has strong impact in the Emotional Script.

Being static pieces, they are prone to incorporate more closely techniques from film practice, including in terms of the approach to sound. Still, considering the pertinence in keeping the whole product coherent, for instance regarding the Acoustic Ecology, it is relevant that they are considered holistically, in conjunction with the others components of the game (Sound Places) – that is, the Gameplay but also the Menus and even the Title Screens.

It is worth noticing that some modern games include interactive Cutscenes, which present new opportunities and challenges, closer to those of regular gameplay.

What is more, there is controversy regarding the appropriateness of Cutscenes in video games. Some designers defend they are disruptive and compromise immersion, for instance. [pending: Develop this further in 'Additional Comments'].

Examples

Grand Theft Auto 4:
Metal Gear Solid 4: This game is well-known by an extensive use of Cutscenes.
Half-Life 2:
[show less examples...]
Papa Sangre:
Silent Hill:
Ico:
Assassin's Creed: Cutscenes serving the Narrative.

Additional Comments

[pending: Elaborate on the controversy about the appropriateness of Cutscenes in video games.]


FakeX-front-v10.pngFakeX-back-v10.png