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Cutting to the Chase: Cinematic Construction for Gamers
By Hal Barwood
Gamasutra
May 18, 2000
URL:
http://www.gamasutra.com/features/20000518/barwood_01.htm

Editor's note: This paper was originally published in the 2000 Game Developer's Conference proceedings

Game developers are right in the middle of inventing our art form, and the rules are vague. Some of us assume that we must also invent our own system of dynamic visual expression, because those rules seem vague as well. Judging by the embarrassing ignorance displayed in some of the titles I see, a number of developers seem to think that there are no rules at all, just because they never heard of any. So it may come as a surprise to learn that the so-called "language of film" emerged as a solid body of knowledge around 75 years ago and has changed little since. You don't think a movie director's real job is doing lunch, do you?

This article is a primer aimed at designers and artists who need to incorporate cinematic sequences within their games in order to drive a story or heighten the impact of their title, and who have little knowledge of how to proceed. We will rapidly and superficially cover a lot of material since it's impossible to teach a film course in such a short article, but it doesn't matter. My purpose here is merely to bewilder readers and generate enough curiosity to send them scurrying for more information in the literature, referenced below.

I'm a veteran moviemaker and game designer who likes games that tell stories. The organization of the following material reflects my own personal views about the best way to use cinematic elements in games. In other words, the information is heavily biased. Your mileage may vary.

Fundamental Ideas

Until motion picture technology was invented in the last third of the 19th Century, no one had any idea that movies were possible, to say nothing of how they would work.

1. The Shot

Without something recorded on film or video (or possibly a series of esoteric commands in a game scripting language) there is no possiblity of motion picture entertainment; so individual moving images are the primary cinematic material. They require design in and of themselves. In 1895, the Lumière Brothers strung up a bedsheet and charged startled Parisians real money to watch a train lumber across it. For a naïve audience it was a thrilling sight. At that moment it was possible to believe that cinema would forever consist of a single shot and nothing more-something like a recorded stage play, with continuous uninterrupted action an essential requirement for intelligibility.

2. The Cut

By 1902, when Edwin S. Porter filmed The Life of an American Fireman, moviemakers knew better: an audience can be induced to understand a collection of separate film shots-snippets photographed at various times in various locations and connected only by direct cuts-as a continuous experience. Uninterrupted action was not only unnecessary, but a hindrance.

3. Film Theory

A problem remained, however. Not all shots would cut together. Some combinations worked better than others. And some cuts produced spooky effects beyond what anyone had imagined, suggesting great expressive power waiting to be harnessed. The language of film developed in the first decades of the twentieth century in order to develop a set of rules for making shots that will cut successfully, without confusion, and deliver emotional impact.
Here are some of the discoveries the early moviemakers made:

The important lesson was, as Hitchcock observed, "movies are life with the bad bits cut out."

Cinematic Elements

Here is a short collection of important film elements. It's far from complete, but will suggest some of the possibilities and pitfalls of moviemaking...

1. Actors & Acting

Motion picture entertainment is recorded, but acting dominates, which is why we have movie stars. Casting and acting, however, are too complicated to discuss in this article. So let's acknowledge the topic and move on to purely cinematic ideas...

2. Images & Staging

Framing and sizing individual shots turn out to be important considerations in making a movie, as does the orchestration of camera and actor movement. Some primitive observations...

3. Cinematic Expression

Notice that by atomizing the events of a dramatic sequence into discrete shots chosen, framed, and cut together with care, filmmakers can intensify the movie experience in a number of important ways. For example...

4. The World Of Left & Right

In reality, we need a sense of navigation to understand our position and velocity through three-dimensional space. Wondering about north, south, east, west, up and down is important for our health and well-being. By contrast, in film everything is reduced to left & right. It takes a while for most people to grasp this slightly disturbing idea, but it's true. Directors must be aware of the many aspects of this principle. For example...

Cinematic Style

Beyond the rulemaking is a set of overall guiding principles. Here are just a few of the simplest...

Adapting the Language of Film to Games

Games may owe something to movies, but they are as different from them as movies are different from theater.

References

Film Theory:

Katz, Steven D.Film Directing: Shot by Shot. Michael Wiese Productions, 1991; ISBN 0-941188-10-8
Exhaustive standard treatment of the language of film; excellent reliable source.

Katz, Steven D. Film Directing: Cinematice Motion. Michael Wiese Productions, 1992; ISBN 0-941188-14-0
Advanced case-study, problem-solving approach to staging and directing; also excellent

Arijon, Daniel. Grammar of The Film Language. Focal Press, London, 1982; ISBN 0-240-50779-7
Film theory in dazzling detail; aside from the slightly odd idea that film stories must be told as alternating pairs, another excellent source

Grlic, Rajko. How To Make Your Movie: An Interactive Film School Interactive CD for Windows and Macintosh. Ohio University and Electronic Vision, 1998; www.interactivefilmschool.com
Film school in a jewel box. No kidding. Deftly arranged as a point-and-click adventure game, this is the most intelligently realized, most informative multimedia production I have ever experienced.

Matching The Movement U.S. Army Signal Corps Pamphlet, publication date unknown
Excellent directing primer intended for military movie units. The discussion is accurate, crisp, unambiguous, and concise. If you find a copy, grab it!

Gaskill, Arthur L. and Englander, David A. How To Shoot a Movie Story. Morgan & Morgan, 4th Edition, 1985; ISBN 0871002396
The basics, to be read along with other sources

Pudovkin, Vsevolod Illarionovich Film Technique and Film Acting. Grove Press, 1960; LOC 60-11104
Insights into moviemaking by one who helped invent it; early and correct emphasis on naturalism in cinematic acting

Reisz, Karel and Millar, Gavin The Technique of Film Editing Focal Press, 2nd Edition, 1995; ISBN 0240514378
The basics of film editing revealed by a practitioner; ecellent introduction to an important topic.

Murch, Walter. In The Blink of an Eye: A Perspective on Film Editing. Silman-James Press, 1995; ISBN 1879505231
Murch proposes that the cinematic structure of shots and cuts works because the fluid experience of motion pictures resembles the psychological experience of dreaming and paying attention; a thoughtful book by a distinguished editor.

Movie Lore:

Gorchakov, Nikolai.Stanislavsky Directs. Proscenium Pub, 1985; ISBN 0879100516

The great Russian stage director closely observed by one of his students; an excellent introduction to acting, directing, stagecraft. The discussion of melodrama by itself is reason enough to own this book.

Biskind, Peter. Easy Riders, Raging Bulls: How The Sex-Drugs-And-Rock 'N' Roll Generation Saved Hollywood. A Touchstone Book, Simon & Schuster, 1998; ISBN 0 684 85708 1
So they didn't save Hollywood after all; so sue 'em. This book is still a good read.

Goldman, William. Adventures in the Screen Trade. Warner Books, 1983; ISBN 0-446-37625-6
A famous screenwriter's take on La-La-Land.

Bach, Steven. Final Cut An Onyx Book, New American Library, 1985; ISBN 0-451-40036-4
A Hollywood executive watches his studio, United Artists, sink under the weight of Heaven's Gate while reading hundreds of screenplays in a desperate attempt to mine movie gold from a mountain of paper.

Truffaut, François. Hitchcock. Touchstone Books, Simon & Schuster, 1985; ISBN 0 671 60429 5
Informative conversations with a famous director, conducted by another famous director

Crowe, Cameron. Conversations with Wilder. Knopf, 1999; ISBN 037506603
More informative conversations with another famous director, also conducted by a director

Parrish, Robert. Growing Up In Hollywood. Harcourt Brace Jovanovich, 1977; ISBN 0-15-637315-7
About the most entertaining memoir of the entertainment biz ever written; a gem. If you want a glimpse of Hollywood at its most absurd and romantic, with portraits of famous directors John Ford, Robert Rossen and Raoul Walsh thrown in, read this book.

The Internet Movie Database
www.imdb.com
When it comes to the Kevin Bacon game or anything else about movies, trivial or not, this is the place for facts and figures.

Hal Barwood is a filmmaker and game builder, with multiple published credits. Among my films are Sugarland Express, Dragonslayer, and Warning Sign. Among hisgames are Indiana Jones and the Fate of Atlantis, Big Sky Trooper, and Indiana Jones and the Infernal Machine. In addition, he directed the video sequences of Rebel Assault II. Hal has a Master of Fine Arts degree from the School of Cinema-Television at USC.

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