Cutscene

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A cutscene (Engl. Cutscene ) is in computer games scene used, which usually serves to convey action without the participation of the player. During a cutscene, the player is placed in the passive state of a spectator. Often the player character controlled by the player in the actual course of the game is shown as an independently acting figure and thus the unity of player and player character is temporarily dissolved. In order to indicate that no more entries have to be made, black bars are occasionally inserted or faded in ( letterbox ) in the case of a 4: 3 aspect ratio based on the cinema . Sometimes it is possible for the player to interact with the intermediate frequency through quick-time events (see also interactive film ).

The camera settings and editing are often based on feature films. Cutscenes can consist of real movie scenes that have been digitized into the game, or pre-rendered movies (both known as full motion video ). However, they can also be implemented yourself using the game graphics ( graphics engine ). The latter option is becoming more and more the rule, as the graphics of computer games are becoming more realistic and more detailed and there is no visual break between the graphics of the sequence and the game graphics. In addition, this enables more flexible integration into the game processes.

Unlike the cutscene is called a script sequence ( scripted event ) when a scenic action during the actual gameplay takes place and the player actively remains within the action.

history

The term cutscene was coined by Ron Gilbert , who called non-interactive scenes in the game Maniac Mansion in 1987 . The first cutscenes can be found in the games Pac-Man and Space Invaders Part 2 from 1980. With the development of computer graphics, cutscenes have also become an important part of many action-centered computer games. Pre-rendered scenes usually achieve higher graphic standards than the interactive game part.

criticism

Cutscenes in games are recorded mixed. While some designers and players see them as an important narrative medium that can be used to convey important information and emotions, others find them unsuitable for the medium of computer games, as they disrupt the flow of the game. Steven Spielberg sees the great challenge of game developers in combining film history and interactive play.

literature

  • Katie Salen, Katie Salen Tekinbaş, Eric Zimmerman: Rules of Play: Game Design Fundamentals, Mit Press, 2004, pp. 409 ff., ISBN 9780262240451
  • Tobias Heussner: The Advanced Game Narrative Toolbox, CRC Press, 2019, p. 104 ff., ISBN 9781351014380

Individual evidence

  1. The Sumerian Game: The Most Important Video Game You've Never Heard Of. In: A Critical Hit! September 9, 2019, Retrieved September 18, 2019 (American English).
  2. GamesRadar_ US 2010-10-09T05: 00: 03 281Z Feature: Gaming's most important evolutions. Retrieved September 18, 2019 .
  3. Space Invaders Deluxe - Videogame by Midway Manufacturing Co. Accessed September 18, 2019 .
  4. https://www.webcitation.org/query?url=http%3A%2F%2Fwww.raphkoster.com%2F2005%2F12%2F07%2Fthe-pixar-lesson%2F&date=2008-10-07. Retrieved September 18, 2019 .
  5. ^ Fred Dutton: Del Toro, Levine speak out against cutscenes. In: Eurogamer. November 17, 2011, accessed September 18, 2019 .
  6. Edge Magazine | GamesRadar +. Retrieved September 18, 2019 .
  7. Where did the Video Games site go? | Games Blog - Yahoo! Games. August 7, 2011, accessed September 18, 2019 .