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Introduction – Who Are We?
Marty Stoltz Studio Cinematic Director, Midway Chicago Mortal Kombat: Deception/Shaolin Monks, Psi-Ops, The Suffering: Ties That Bind, Sanitarium Richard Rouse III Director of Game Design, Midway The Suffering, The Suffering: Ties That Bind, Drakan: The Ancients’ Gates, Odyssey, Game Design: Theory & Practice
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Introduction – Cinematic Games
What are “Cinematic Games?” Often people mean: Better/more cut-scenes Better story/dialog More custom-scripted Over-the-top Hollywood action
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Introduction – Cinematic Games
Heavily loaded term Avoid “Hollywood Envy” Don’t want Interactive movies Uninteractive games
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Introduction – Cinematic Games
Our definition of “Cinematic Game Design” Draw from cinema’s 100-year-old library of techniques Integrate these devices into actual gameplay Not just copying, expands our medium
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Cinematic Technique #1: Rim Lighting
Used to “pop” a character from the background environment Can also be used for specific emotional effect Example from: Bride of Frankenstein
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Rim Lighting: Gameplay Application
Useful in third-person games where the avatar should not disappear in a dark environment Slightly unrealistic, but that’s OK Sometimes referred to as “Edge Lighting” Example from: The Suffering
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Cinematic Technique #2: Camera Following a Character
When tracking a character, principles of photography apply to the cinema Obey the rule of thirds Avoid “computer” camera moves Example from: Goodfellas
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Camera Following: Gameplay Application
With a third-person game, always keep the character framed appropriately Avoiding fading out/making the avatar disappear Balance player control with good shot composition Example from: Max Payne 2
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Cinematic Technique # 3: Slow Motion
Many films have used slow motion to emphasize the beauty/brutality of a scene Can also be used to slow/quicken an event where the audience won’t notice Simulates real-life dramatic events seeming slow Example from: Aliens
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Slow Motion: Gameplay Application
Lots of games have stylishly used slow motion as a game mechanic or an FX component Slow motion can also be a tool for storytelling Could also be used more subtly Example from: FEAR
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Cinematic Technique #4: Subjective P.O.V.
Often multiple non-realistic effects can be combined to make the audience see a scene from a particular character’s POV Effects include: FOV adjustment, slow motion, exaggerated lighting, screen filters, audio mix Example from: Raging Bull
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Subjective P.O.V.: Gameplay Application
Used for literal sensory changes: Drunk (GTA) Drugged/Stoned (Rise of the Triad/Narc) Dream Sequences (Max Payne) Shell Shocked (Call of Duty) Could be used more subtly to indicate emotional state of the main character
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Cinematic Technique #5: Parallel Editing
Inter-cuts two scenes that are happening at the same time Great way to build suspense Example from: The Silence of the Lambs
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Parallel Editing: Gameplay Application
Underused technique in games Not the same as plot-driven cut-aways Perfect for breaking up long navigational sections, if kept short & quick Has to be done carefully to not frustrate or confuse the player Example from: Karateka
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Cinematic Technique #6: Split Screen
Similar to parallel editing, but different pacing Can be used for suspense or emotional juxtaposition Example from: Kill Bill
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Split Screen: Gameplay Application
Also underused in games Excellent for in-game storytelling Do not force the player to intently watch multiple views simultaneously Example from: Indigo Prophecy
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Cinematic Technique #7: Building Tension
Keep the pace changing but maintain a general direction Don’t be afraid to slow things down in an action sequence Use audio to keep the audience on edge Example from: Alien
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Building Tension: Gameplay Application
Design game mechanics in ways that will give the player some information, but not all of it Motion sensor in Marathon and AvP Radio static in Silent Hill 2 Audio design in System Shock games Interactive music perfect for building tension in gameplay
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Cinematic Technique #8: Emotional Setup
This technique breaks down the barrier that protects the audiences’ emotions and catches them off guard Can create a roller coaster ride effect Example from: 28 Days Later
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Emotional Setup: Gameplay Application
Perfect technique for scripted/highly-controlled games Many games do some (but can do more) Tricky to do during gameplay, but more effective than in cut-scenes Important to make the emotional manipulation feel logical, not arbitrary
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Cinematic Technique #9: (Mis)Leading the Audience
If audience figures out the story: bored If audience can’t figure anything out: confused (Both are bad.) Hitchcock said: audience likes to be one step ahead of the story Mislead audience away from what will actually happen Example from: A Clockwork Orange
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(Mis)Leading the Audience: Gameplay Application
Games have repetitive mechanics Players expect them to work consistently Thus players are susceptible to being misled Be clever/devious in how you mislead, but don’t go for “cheap shots” Example from: The Suffering
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Questions? Contact: Final slides available at:
Marty: Richard: Final slides available at:
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