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  Responses to The Interactive Montage
by Reid Kimball on 05/20/09 03:00:00 pm   Expert Blogs
4 comments
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  Posted 05/20/09 03:00:00 pm
 

Lots of great discussion was spawned after I published my article on the idea of using interactive montages in games to help with the passage of time. Ideally, it reduces the amount of repetitive gameplay and speeds up the narrative. I wanted to highlight a couple of the responses.

Kumar wrote a blog post
, expanding on the idea and thought of a character generation system for an RPG using a series of Wario Ware style mini-games. Players begin creating their character during an interactive montage while at a young age by choosing a favorite toy.

This toy might indicate their gender and personality type. As they grow older they make more important decisions related to clothing style, school subjects and extracurricular activities.

Kumar suggests after a finished interactive montage, a summary can be given of the results of each mini-game on the player’s character skills and stats. While we both thought it presented some tricky problems to solve, we agreed it would be more fun than traditional character creation methods in games.

The other response was done by the blog and podcast production called Experience Points. Jorge and Scott had a really interesting discussion about which games, such as BioShock, Far Cry 2, Fallout 3 and Majora's Mask might benefit from using interactive montages.

They also talked about differences in how games handle the passage of time throughout the normal play and whether or not time impacts gameplay. Having not played Far Cry 2, it was interesting to hear that it has day and night cycles and at night you might happen upon an enemy who is sleeping, but that is pretty much the only difference. He can easily wake up and start attacking you as if it were daylight.

Thanks for the responses everyone. It's clear to me that this concept can have many applications in games:

  • Show time passing
  • Show character growth over time
  • A metaphor for player actions

The last one can be like what we see in the movie, The Godfather. There's a famous scene at the end known as Baptism and Murder.

It serves to equate the character Michael being baptised into the life of crime. An interactive sequence like this could make for gameplay sequences that carry more emotional weight than typically conveyed.

 
 
Comments

James Portnow
21 May 2009 at 1:40 am PST
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It's funny to me how rarely we deal with the passage of a great deal of time in games.

I must admit your article made me think about the opening of Fallout 3...

Reid Kimball
21 May 2009 at 4:24 pm PST
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I think part of the reason games rarely do much with time is because the game mechanics work best focusing on being "in the moment", happening right now. Also, the end goals are usually urgent and can't wait a long time, or else the world will cease to exist.

An Dang
21 May 2009 at 9:00 pm PST
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I'm going to echo James here, I immediately thought of Fallout 3 when I was reading this.

A montage to me has a negative connotation relating to 80s movies. Although, there's also an odd positive connotation at the same time also relating to 80s movies. I guess it's cheesy but still has its charm.

Watching Baptism and Murder makes me think of Metal Gear Solid 4. There are several scenes in MGS4 in which you have snake doing one thing while something else happens simultaneously (generally shown through the use of a split screen). Although with MGS4 I can't immediately think of anything with as much blatant symbolism (irony?) as the baptism.

And now I can't help but think of V for Vendetta's own "baptism" scene(s)--V's baptism of fire contrasting with Evey's baptism in the rain.

Reid Kimball
22 May 2009 at 9:27 am PST
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An, I have V for Vendetta and the didn't notice the symbolism between fire and rain scenes. I'll have to check that out this weekend. Thanks for bringing that up.


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