For the Game Art & Animation student who wasn't sure why he was taking DVA101, or the DV student who ends up working in the videogame industry after graduation, Wired.com has published this
scathing essay on why so many videogame cutscenes fall flat:
... there's one element of interactive storytelling that designers just can't seem to get right: the cut-scene.
Some exceptions exist, but these control-free cinematic sequences often
prove uncomfortable if not downright embarrassing to watch. While they
are almost always packed with gorgeous eye caramel, games' cut-scenes
usually drop the ball when it comes to effective storytelling.
This is because many cut-scenes don't follow the time-tested rules of
cinema that have made Hollywood so successful. Gamemakers abide by
their own rules, packing their cinematics with wanton expositions and
explosions. But cut-scene designers would do well to learn from the past
century of film and its storytelling practices.
Read the rest here!
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