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, [[ | + | 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'' [[ | + | 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 [[ | + | 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 | + | {{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 | + | | 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}}">[[ | + | | 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
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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
Additional Comments
[pending: Elaborate on the controversy about the appropriateness of Cutscenes in video games.]