Knowledge (XXG)

Cutscene

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474: 446:. In the DreamWorks Interactive (now known as Danger Close Games) 1996 point and click title, The Neverhood Chronicles, full motion video cutscenes were made using the animation technique of stop motion and puppets sculpted out of plasticine, much like the game’s actual worlds and characters. The game’s creator, Douglas TenNapel was in charge of filming the cutscenes, as stated in the game’s behind the scenes video. 340: 675:
calls upon a number of successful video games that make excessive use of cutscenes for storytelling purposes, referring to cutscenes as a highly effective way to communicate a storyteller's vision. Rune Klevjer states: "A cutscene does not cut off gameplay. It is an integral part of the configurative
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Well, that would leave the part that has the largest possibility for emotional engagement, for art dare we say, in the bit that can be cut with no impact to gameplay whatsoever. This is why I say that many of the peak emotional moments we remember in games are actually "cheating" – they're not given
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criticized cutscenes as being the part that has "the largest possibility for emotional engagement, for art dare we say", while also being the bit that can be cut with no impact on the actual gameplay. Koster claims that because of this, many of the memorable peak emotional moments in video games are
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Deluxe Space Invaders landed in 1979. Titled Space Invaders Part II in Japan, the game replicated the frenzy of the original but didn't bring much novelty to the arcade. Kudos, however, to Taito for one innovation: The sequel featured funny little intermission scenes between levels (a precursor to
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Real time cutscenes are generally of much lower detail and visual quality than pre-rendered cutscenes, but can adapt to the state of the game. For example, some games allow the player character to wear several different outfits, and appear in cutscenes wearing the outfit the player has chosen, as
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primarily uses real-time cutscenes, it has several scenes in which real-time graphics are combined with pre-rendered full motion video. Though rarer than the other two possible combinations, the pairing of live action video with real time graphics is seen in games such as
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experience", saying that they will always affect the rhythm of a game, but if they are well implemented, cutscenes can be an excellent tool for building suspense or providing the player with helpful or crucial visual information.
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Some points in key battles (usually with bosses) integrate QTE (quick-time events), which fans of Shenmue and Indigo Prophecy might like, but which we've been doing since Dragon's Lair and Space Ace. Time to move on,
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while prompts (such as a sequence of button presses) appear onscreen, requiring the player to follow them in order to continue or succeed at the action. This gameplay mechanic, commonly called
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During the 1990s in particular, it was common for the techniques of live action, pre-rendering, and real time rendering to be combined in a single cutscene. For example, popular games such as
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as the primary storage medium for video games, as its much greater storage space allowed developers to use more cinematically impressive media such as FMV and high-quality voice tracks.
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called cinematics the "last resort of game storytelling", as a person doesn't want to watch a movie when they are playing a video game. Game designer
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streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as "
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games, have also extensively used film footage and other assets from the film production in their cutscenes. Another movie tie-in,
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Pre-rendered cutscenes are animated and rendered by the game's developers, and take advantage of the full array of techniques of
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Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be
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actually not given by the game itself at all. It is a common criticism that cutscenes simply belong to a different medium.
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synchronized to an audio recording; it was essentially an unskippable introductory cutscene, but not an in-game cutscene.
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Interactive Storytelling for Video Games: A Player-centered Approach to Creating Memorable Characters and Stories
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Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments
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Many games use both pre-rendered and real time cutscenes as the developer feels is appropriate for each scene.
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Others think of cutscenes as another tool designers can use to make engrossing video games. An article on
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use film of live actors superimposed upon pre-rendered animated backgrounds for their cutscenes. Though
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For scene that has been removed from the final version of a film or television show, see
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stages, which became the standard approach to game storytelling years later. The games
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Live-action cutscenes have many similarities to films. For example, the cutscenes in
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the breaks in Pac-Man), in which the last invader you shot would limp off screen.
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in 1989. Since then, cutscenes have been part of many video games, especially in
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Sequence in a video game that is not interactive, breaking up the gameplay.
17: 1620: 1600: 1593: 1490: 739:"This cutscene furthers the plot by depicting a comically large Pac-Man". 259: 85: 57: 811:"The Sumerian Game: The Most Important Video Game You've Never Heard Of" 195:(FMV) cutscenes with voice acting to develop a story between the game's 1694: 1067: 703: – Series of events rendered in real time in a video game's engine 364: in this section. Unsourced material may be challenged and removed. 226:
introduced the cutscene concept with non-interactive plot sequences in
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Other early video games known to use cutscenes extensively include
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A Mind Forever Voyaging: A History of Storytelling in Video Games
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Interactive cutscenes involve the computer taking control of the
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as the graphics during gameplay. This technique is also known as
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used both fully constructed sets, and well known actors such as
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in 1988 and NES the following year featured over 20 minutes of
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Arcade Fever The Fan's Guide To The Golden Age Of Video Games
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Sellers, John (August 21, 2001). "Quarter Pounder Deluxe".
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game exaggerated the effect of the Energizer power pellet
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Pages displaying short descriptions of redirect targets
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For the film and television narrative technique, see
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Accessed on line March 28, 2011. 8: 1237:to us by the game at all, but by cutscenes. 697: – Film production in graphics engines 477:Screenshot of a pre-rendered cutscene from 436:, used film footage shot concurrently with 1324: 1310: 1302: 1178: 1176: 84:that is not interactive, interrupting the 1099:"A Close Encounter with Steven Spielberg" 380:Learn how and when to remove this message 472: 45: 713: 517:The Legend of Zelda: Breath of the Wild 1546:Turns, rounds and time-keeping systems 1185:"In Defense of the Videogame Cutscene" 1001:. No. 15. March 1996. p. 32. 904:Lebowitz, Josiah; Klug, Chris (2011). 751:"Better Game Design Through Cutscenes" 1226:from the original on November 9, 2008 723:"Five Things We Learned From Pac-Man" 266:, to create a movie-like experience. 7: 809:Willaert, Kate (September 9, 2019). 362:adding citations to reliable sources 1154:Brown, Nathan (September 3, 2011). 725:. Joystick Division. Archived from 535:Metal Gear Solid 2: Sons of Liberty 483:, a free and open-source video game 1183:Sterling, Jim (November 3, 2011). 1128:Dutton, Fred (November 17, 2001). 1022:. November 1995. pp. 142–143. 882:Gaming's Most Important Evolutions 25: 414:Some movie tie-in games, such as 411:for the portrayal of characters. 338: 1097:Chick, Tom (December 8, 2008). 749:Hancock, Hugh (April 2, 2002). 349:needs additional citations for 272:The Portopia Serial Murder Case 935:Fahs, Travis (March 3, 2008). 1: 1062:Mielke, James (May 9, 2006). 92:or foreshadow future events. 50:The cutscene in the original 1343:Glossary of video game terms 1255:. Dylan Holmes. p. 92. 191:(1983) introduced animated 1795: 1064:"Previews: Heavenly Sword" 974:"The GameSpy Hall of Fame" 599: 547:Kane & Lynch: Dead Men 496:on-the-fly using the same 38: 31: 1340: 1285:"In Defense of Cutscenes" 1015:Electronic Gaming Monthly 781:. Springer. p. 662. 220:point-and-click adventure 1574:Destructible environment 972:Buecheler, Christopher. 688: – Video game genre 492:Real time cutscenes are 317:role-playing video games 262:, as well as widescreen 1033:Rodgers, Scott (2010). 1779:Video game terminology 1249:Holmes, Dylan (2012). 887:June 15, 2011, at the 775:Aaron, Marcus (2014). 484: 450:Pre-rendered cutscenes 145:Space Invaders Part II 61: 1616:Procedural generation 1220:Raph Koster's Website 870:Space Invaders Deluxe 619:laserdisc video games 614:, has its origins in 600:Further information: 596:Interactive cutscenes 554:Mixed media cutscenes 476: 421:The Lord of the Rings 393:Live-action cutscenes 80:) is a sequence in a 49: 1403:Non-player character 1214:(December 7, 2005). 1041:. pp. 183–184. 912:Taylor & Francis 655:, and game designer 523:Tears of the Kingdom 358:improve this article 290:La Abadía del Crimen 184:laserdisc video game 166:chasing each other. 121:early mainframe game 34:Cutaway (filmmaking) 1642:Movement techniques 1426:Collision detection 1039:John Wiley and Sons 511:Super Mario Odyssey 488:Real time cutscenes 439:The Matrix Reloaded 1723:Advance And Secure 1216:"The Pixar Lesson" 984:on March 11, 2011. 653:Guillermo del Toro 570:Wing Commander III 485: 202:Bugaboo (The Flea) 104:full motion videos 62: 1774:Video game design 1761: 1760: 1738:Last man standing 1521:Scripted sequence 1109:on August 7, 2011 1048:978-0-470-68867-0 921:978-0-240-81717-0 852:978-0-7624-0937-2 721:Matteson, Aaron. 701:Scripted sequence 686:Interactive movie 616:interactive movie 612:quick time events 582:Final Fantasy VII 468:full motion video 400:Wing Commander IV 390: 389: 382: 256:low camera angles 193:full-motion video 141:arcade video game 127:, introduced its 116:The Sumerian Game 100:computer graphics 74:in-game cinematic 16:(Redirected from 1786: 1753:King of the hill 1728:Capture the flag 1611:Persistent world 1579:Instance dungeon 1506:Random encounter 1501:Quick time event 1408:Player character 1367:Experience point 1326: 1319: 1312: 1303: 1296: 1295: 1293: 1291: 1280: 1274: 1273: 1271: 1269: 1246: 1240: 1239: 1233: 1231: 1208: 1202: 1201: 1199: 1197: 1180: 1171: 1170: 1168: 1166: 1151: 1145: 1144: 1142: 1140: 1125: 1119: 1118: 1116: 1114: 1105:. Archived from 1094: 1088: 1087: 1081: 1079: 1070:. Archived from 1059: 1053: 1052: 1030: 1024: 1023: 1012:"Killing Time". 1009: 1003: 1002: 992: 986: 985: 980:. Archived from 969: 963: 955: 949: 948: 946: 944: 932: 926: 925: 901: 895: 879: 873: 867: 861: 860: 832: 826: 825: 823: 821: 806: 800: 799: 797: 795: 772: 766: 765: 763: 761: 746: 740: 738: 736: 734: 729:on June 16, 2016 718: 691: 649:Steven Spielberg 608:player character 602:Quick time event 433:Enter the Matrix 409:Malcolm McDowell 385: 378: 374: 371: 365: 342: 334: 313:action-adventure 302:Prince of Persia 170:Shigeru Miyamoto 21: 1794: 1793: 1789: 1788: 1787: 1785: 1784: 1783: 1764: 1763: 1762: 1757: 1711: 1658: 1637: 1562: 1412: 1381: 1345: 1336: 1330: 1300: 1299: 1289: 1287: 1283:Klejver, Rune. 1282: 1281: 1277: 1267: 1265: 1263: 1248: 1247: 1243: 1229: 1227: 1222:. 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Index

Event scene
Cutaway (filmmaking)
deleted scene

Pac-Man
power-up
video game
gameplay
pacing
pre-rendered
computer graphics
full motion videos
The Sumerian Game
early mainframe game
Mabel Addis
Sumerian
slideshow
Taito
arcade video game
Space Invaders Part II
Namco
Pac-Man
Pac-Man
Blinky
Shigeru Miyamoto
Donkey Kong
Data East
laserdisc video game
Bega's Battle
full-motion video

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