October 2003
Beginner to intermediate
576 pages
10h 24m
English
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.[1]
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 ...
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