Posts Tagged ‘assassin’s creed’

Editing & Pacing in Video Games

Monday, November 22nd, 2010

I suspect it’s very easy for people to get confused at the idea of editing video games. After all, there isn’t really much by way of traditional “edit-points”. Outside of cut-scenes, you don’t usually switch angles, and when you do (primarily done in third-person survival horror games) it’s usually for practical reasons. There are exceptions – you cut to a a closer angle when Edward Carnby approaches the entrance to the tomb in Alone in the Dark so you can better see what he’s doing, sure, but it might also be an angle chosen to emphasise the claustrophobia of the environment. Or, perhaps, to strategically hide the mummy coming up behind Edward to play up the ‘boo!’ factor when we cut to a wide shot again.

Playing angles for cheap scares in Alone in the Dark 2.

What triggers these angle-changes, however, is the player. Maybe it’s moving toward the edge of the screen that triggers it. Or, maybe, hitting the ‘view’ button in a more typical game. So the idea of the art of editing actually existing within a game – especially a first-person game where your perspective is constant and entirely player-controlled – doesn’t seem like a big deal.

But really, when you consider that the pace of a game is so heavily controlled by the player in a video game, it makes the managing of pace not just more difficult – but much, much more important. Let’s take a look at the most common way of dealing with pace…

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A Honeymoon of Cut Scenes and Gameplay

Thursday, October 28th, 2010

Rohan: It is with great pleasure that Jeremy and I welcome my brother, industry veteran Leigh H, to join us as a contributor at Restore, Restart, Quit. We will be cross-posting some of his articles here at RRQ – but do check out his blog, which features articles on morality, philosophy, media and more along-side his gaming-related articles.

There has frequently been a tension in videogames which lacks proper definition, and renders criticism vague and at times unfulfilling. There are many moments when the action is intense, frightening, complex, difficult or exhilarating and the button-presses just don’t quite match. I’ll term this interconnectedness ‘gameplay weight’, and want to give a few examples of how it’s been done right, how it’s been done appallingly, and why and how it’s changing.

Doodle Jump for iPhone: a perfect example of how seriously people take modern exponentiontial challenge-based games.

This concept didn’t require as much examination in the 80s and early 90s. Games were still for the hardcore, so gameplay being exhaustingly nerve-wracking the whole way through was common. Other games started slow and the gameplay just scaled up and up and up until you were finally defeated. No matter what your skill level, this game would always find the level of intensity in gameplay which matched your skill and push you just that little bit further. These games still exist today in the form of Doodle Jump, Lumines, Geometry Wars and many others, but they’re now considered small distractions, providing short bursts of excitement in contrast to the awesome scope and power of the big ‘AAA’ blockbusters.

Gameplay began to slow down and become more considered as cinematic prowess in games grew stronger. The advent of 3D, increased potential for emotional investment in characters, and the ability to imbue games with genuine fear brought about the ability for developers to consider a drop in the pace of gameplay where story was taking the fore. This phenomenon has left room for gameplay which just doesn’t belong with the action in one way or another as developers continue to explore this new world of cinematics clashing with gameplay. After all, games require established rules. A certain button-press must do a certain thing or the whole concept of ‘play’ falls apart (which can sometimes be a nice trick developers play, but that’s another story). However, repetition of animations or movements is hardly compelling cinema. So how do developers tackle this tension of establishing rules with unique results every time? (more…)