Difference between revisions of "Cut-Scenes"
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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 '' | + | It is worth noticing that some modern games include ''interactive'' Cut-Scenes, which present new opportunities and challenges, closer to those of regular [[Gameplay]]. |
| examples= | | examples= | ||
Revision as of 17:03, 17 October 2011
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| The card's front face | The card's back face |
Contents
Synopsis
| Sound of the cut-scenes. |
Relationships
Contexts:
Sound Places File:M385px-SoundPlaces-front-v20.png, Narrative
, Emotional Script
.
Peers:
Title Screens
, Menus
, Gameplay File:M385px-Gameplay-front-v20.png.
Close to:
Gameplay File:M385px-Gameplay-front-v20.png.
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.
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.
Examples








