HOME

TheInfoList



OR:

A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
that is not interactive, interrupting the
gameplay Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as "
full-motion video Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information duri ...
s" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio.


History

'' The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its
Sumer Sumer () is the earliest known civilization, located in the historical region of southern Mesopotamia (now south-central Iraq), emerging during the Chalcolithic and Early Bronze Age, early Bronze Ages between the sixth and fifth millennium BC. ...
ian setting with a slideshow synchronized to an audio recording; it was essentially an unskippable introductory cutscene, but not an in-game cutscene.
Taito is a Japanese company that specializes in video games, Toy, toys, arcade cabinets, and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, Vending machine, vending machines, and Juk ...
's
arcade video game An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
'' Space Invaders Part II'' (1979) introduced the use of brief comical intermission scenes between levels, where the last invader who gets shot limps off screen.Space Invaders Deluxe
klov.com. Accessed on line March 28, 2011.
Namco was a Japanese multinational video game and entertainment company founded in 1955. It operated video arcades and amusement parks globally, and produced video games, films, toys, and arcade cabinets. Namco was one of the most influential c ...
's '' Pac-Man'' (1980) similarly featured cutscenes in the form of brief comical interludes, about Pac-Man and Blinky chasing each other.Gaming's Most Important Evolutions
, GamesRadar
Shigeru Miyamoto is a Japanese video game designer, video game producer, producer and Creative director#Video games, game director at Nintendo, where he has served as one of its representative directors as an executive since 2002. Widely regarded as one o ...
's ''
Donkey Kong is a video game series and media franchise created by the Japanese game designer Shigeru Miyamoto for Nintendo. It follows the adventures of Donkey Kong (character), Donkey Kong, a large, powerful gorilla, and other members of the List of Don ...
'' (1981) took the cutscene concept a step further by using cutscenes to visually advance a complete story.
Data East , also abbreviated as DECO, was a Japanese video game, pinball and electronic engineering company. The company was in operation from 1976 to 2003, and released 150 video game titles. At one time, the company had annual sales of 20 billion yen in ...
's laserdisc video game '' Bega's Battle'' (1983) introduced animated
full-motion video Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information duri ...
(FMV) cutscenes with voice acting to develop a story between the game's
shooting Shooting is the act or process of discharging a projectile from a ranged weapon (such as a gun, bow, crossbow, slingshot, or blowpipe). Even the acts of launching flame, artillery, darts, harpoons, grenades, rockets, and guided missile ...
stages, which became the standard approach to game storytelling years later. The games '' Bugaboo (The Flea)'' in 1983 and '' Karateka'' (1984) helped introduce the cutscene concept to home computers. In the point-and-click adventure genre, Ron Gilbert introduced the cutscene concept with non-interactive plot sequences in '' Maniac Mansion'' (1987).
Tecmo was a Japanese video game company founded in 1967. It had its headquarters in the Kudankita district of Tokyo. Its subsidiary, Tecmo Inc, was located in Torrance, California. Prior to 1986, Tecmo was formerly known as Tehkan. Tecmo is known for ...
's '' Ninja Gaiden'' for the Famicom in 1988 and NES the following year featured over 20 minutes of
anime is a Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, , in Japan and in Ja ...
-like "cinema scenes" that helped tell an elaborate story. In addition to an introduction and ending, the cutscenes were intertwined between stages and gradually revealed the plot to the player. The use of animation or full-screen graphics was limited, consisting mostly of still illustrations with sound effects and dialogue written underneath; however the game employed rather sophisticated shots such as low camera angles and close-ups, as well as widescreen letterboxing, to create a movie-like experience. Other early video games known to use cutscenes extensively include '' The Portopia Serial Murder Case'' in 1983; '' Valis'' in 1986; '' Phantasy Star'' and '' La Abadía del Crimen'' in 1987; '' Ys II: Ancient Ys Vanished – The Final Chapter'', and ''
Prince of Persia ''Prince of Persia'' is a video game franchise created by Jordan Mechner. It is centered around a series of action-adventure games focused on various incarnations of the eponymous Prince, set in ancient and medieval Persia. The first two ga ...
'' and '' Zero Wing'' in 1989. Since then, cutscenes have been part of many video games, especially in action-adventure and
role-playing video game Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
s. Cutscenes became much more common with the rise of
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
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.


Types


Live-action cutscenes

Live-action cutscenes have many similarities to films. For example, the cutscenes in '' Wing Commander IV'' used both fully constructed sets, and well known actors such as Mark Hamill and
Malcolm McDowell Malcolm McDowell (born Malcolm John Taylor; 13 June 1943) is an English actor. He first became known for portraying Mick Travis in Lindsay Anderson's ''if....'' (1968), a role he later reprised in ''O Lucky Man!'' (1973) and ''Britannia Hospital ...
for the portrayal of characters. Some movie tie-in games, such as
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
' ''
The Lord of the Rings ''The Lord of the Rings'' is an Epic (genre), epic high fantasy novel written by English author and scholar J. R. R. Tolkien. Set in Middle-earth, the story began as a sequel to Tolkien's 1937 children's book ''The Hobbit'' but eventually d ...
'' and ''
Star Wars ''Star Wars'' is an American epic film, epic space opera media franchise created by George Lucas, which began with the Star Wars (film), eponymous 1977 film and Cultural impact of Star Wars, quickly became a worldwide popular culture, pop cu ...
'' games, have also extensively used film footage and other assets from the film production in their cutscenes. Another movie tie-in, ''
Enter the Matrix ''Enter the Matrix'' is a 2003 action-adventure video game developed by Shiny Entertainment and published by Infogrames under the Atari brand name. The first game based on ''The Matrix'' film series, its story is concurrent with that of the ...
'', used film footage shot concurrently with ''
The Matrix Reloaded ''The Matrix Reloaded'' is a 2003 American science fiction action film written and directed by the Wachowskis. It is the sequel to ''The Matrix'' (1999) and the second installment in the ''Matrix'' film series. The film stars Keanu Reeves, L ...
'' that was also directed by the film's directors,
the Wachowskis Lana Wachowski (born Larry Wachowski, June 21, 1965) and Lilly Wachowski (born Andy Wachowski, December 29, 1967) are American film and television directors, writers and producers. The sisters are both trans women. Together known as the Wacho ...
. 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.


Pre-rendered cutscenes

Pre-rendered cutscenes are animated and rendered by the game's developers, and take advantage of the full array of techniques of CGI, cel animation or
graphic novel A graphic novel is a self-contained, book-length form of sequential art. The term ''graphic novel'' is often applied broadly, including fiction, non-fiction, and Anthology, anthologized work, though this practice is highly contested by comics sc ...
-style panel art. Like live-action shoots, pre-rendered cutscenes are often presented in
full motion video Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than Sprite (computer graphics), sprites, vector graphics, vectors, or 3D models) to display action in the game. While many games featur ...
.


Real time cutscenes

Real time cutscenes are rendered on-the-fly using the same
game engine A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
as the graphics during gameplay. This technique is also known as
Machinima Machinima () is the use of Real-time computing, real-time computer graphics engines to create a cinematic production. The word "Machinima" is a portmanteau of the words ''machine'' and ''Film, cinema''. According to Guinness World Records, ma ...
. 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 seen in '' Super Mario Odyssey'', '' The Legend of Zelda: Breath of the Wild'' and '' Grand Theft Auto: San Andreas''. It is also possible to give the player control over camera movement during real time cutscenes, as seen in '' Dungeon Siege'', '' Metal Gear Solid 2: Sons of Liberty'', '' Halo: Reach'', and '' Kane & Lynch: Dead Men''.


Mixed media cutscenes

Many games use both pre-rendered and real time cutscenes as the developer feels is appropriate for each scene. 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 ''
Myst ''Myst'' is a 1993 adventure video game developed by Cyan and published by Broderbund for Mac OS. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the ...
'', '' Wing Commander III'', and '' Phantasmagoria'' use film of live actors superimposed upon pre-rendered animated backgrounds for their cutscenes. Though '' Final Fantasy VII'' 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 '' Killing Time''.


Interactive cutscenes

Interactive cutscenes involve the computer taking control of the
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
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 quick time events, has its origins in interactive movie laserdisc video games such as ''
Dragon's Lair ''Dragon's Lair'' is a video game franchise created by Rick Dyer. The series is notable for its film-quality animation by ex-Disney animator Don Bluth, and complex decades-long history of being ported to many platforms. It has also been adapte ...
'', '' Road Blaster'', and '' Space Ace''.


Criticism

Director
Steven Spielberg Steven Allan Spielberg ( ; born December 18, 1946) is an American filmmaker. A major figure of the New Hollywood era and pioneer of the modern blockbuster, Spielberg is widely regarded as one of the greatest film directors of all time and is ...
, director
Guillermo del Toro Guillermo del Toro Gómez (; born 9 October 1964) is a Mexican filmmaker, author, and artist. His work has been characterized by a strong connection to fairy tales, Gothic fiction, gothicism and horror fiction, horror often blending the genres ...
, and game designer Ken Levine, all of whom are avid video gamers, criticized the use of cutscenes in games, calling them intrusive. Spielberg states that making the story flow naturally into the gameplay is a challenge for future game developers. Hollywood writer Danny Bilson 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 Raph Koster 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 actually not given by the game itself at all. It is a common criticism that cutscenes simply belong to a different medium. Others think of cutscenes as another tool designers can use to make engrossing video games. An article on GameFront 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 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.


See also

* * *


References

{{video game gameplay Video game design Video game terminology