Friday Update #257

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Friday Update #257

Unread postby Golden Girl » Sat Nov 04, 2017 1:21 am

This week, we’ve been doing some design work on the best way to set-up cinematics/cutscenes to make sure that they are integrated as smoothly as possible into the flow of the gameplay while still making sense form a narrative perspective.

Deciding how to handle the transition from the gameplay to a cutscene has to be done on a case by case basis, as it depends on the time and location at that particular point in the narrative – for example, if the cutscene takes place at a different location or point in time from the location/time where it was triggered, then a brief fade out and fade in is a good way of marking the switch – although in some cases, especially when there’s a high level of action, the pacing can require an instant switch.

However, when the time/location of the cutscene is the same as the time/location of the trigger for the cutscene – such as walking through a doorway, for example – then an instant transition is required to maintain the correct sense of time and place and the flow of the gameplay and narrative, as a fade out and fade in type of transition would disrupt that in a very clumsy way.


Have a heroic/villainous weekend!

The Heroes and Villains team
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