Stacking emotional layers in short cinematics.
This chapter shows
ways to make both in-game and pre-rendered cinematics more artful and, thereby, more emotionally complex and powerful.
When you talk about writing in games, some designers think you're speaking only about cinematics.
Of all the ways to evoke emotion, however, cinematics are the least game-like portion of any game. That's not a criticism, just a fact. Still, they play a role in many games and probably will for some time to come.
In some games, they serve powerful functions:
To set the tone of the game in the beginning or to establish the story itself
To establish a particular character ...