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Level Up.pdf

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408 LEVEL 16 Cutscenes, or No One’s Gonna Watch ‘Em Anyway<br />

through cutscenes (if the game gives them the option to do this!) in order to<br />

“ get to the game. ” To avoid this, you should first ask yourself this very<br />

important thing:<br />

CAN IT BE DONE IN THE GAME?<br />

We’ ll answer that in a minute. Just as there are many ways to make movies,<br />

there are many ways to make cutscenes: full motion video, animated, flash<br />

animated, prerendered, puppet shows, and scripted events.<br />

Full motion video (or FMV) cutscenes were popular when video games<br />

were first being published on CD media. Titles like Wing Commander III:<br />

Heart of the Tiger (Origin, 1994), Command and Conquer (EA, 1995), and<br />

The Horde (Crystal Dynamics, 1994) featured live - action cutscenes featuring<br />

Hollywood actors and production values. FMVs are usually produced by an<br />

outside production company, as they require all the resources of a motion<br />

picture production.<br />

FMVs became so popular during the mid - 1990s that several systems<br />

dedicated to playing interactive movies were produced. Game systems<br />

like the 3DO Interactive player, Philips CD- I, and Sega Mega CD (as well as<br />

PCs) specialized in games with extensive or playable FMV sequences such<br />

as Night Trap (Sega, 1992), Sewer Shark (Sony Imagesoft, 1992),<br />

Phantasmagoria (Sierra Online, 1995), and Psychic Detective (EA, 1995).<br />

Even though DVD media can easily handle the file size of the videos, FMVs<br />

have become less popular with game developers these days. They ’ re<br />

usually deemed too expensive to produce for something the game ’ s<br />

audience may not even watch.<br />

Animated cutscenes or full motion animations offer a stylistic alternative<br />

to FMVs. A cell animated or stop motion animated cutscene is converted<br />

into a video format playable by the game ’ s engine, which is then shown<br />

during the game ’ s title and story sequences. Players have no control over<br />

the game during these sequences. Due to the involved production, generally<br />

long shooting time and cost, animated cutscenes are scarce in video<br />

games. However, there have been many gorgeous examples of animated<br />

cutscenes such as the Neverhood titles (Dreamworks Interactive, 1996), The<br />

Curse of Monkey Island (Lucasarts, 1997), and the Professor Layton series<br />

(Nintendo, 2007).<br />

Flash animated sequences are animated sequences created in Adobe<br />

Flash, which, due to the use of still images and simple movement, lends<br />

the animation a certain distinctive visual style. While Flash is often used<br />

for a game ’ s animatics, some games used Flash animations for their<br />

cutscenes such as in the Sly Cooper series (SCE, 2002), and the first God<br />

of War.

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