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In the
first part of this
article, we began our examination of cinematic cutscene creation
within game engines (the art form called "Machinima") by looking
at tool design, overall project management, and content creation for
cutscenes.
Now it's
time to move on to the meat of cutscene creation, production and post-production,
before ultimately considering the specific strengths and weaknesses
of real-time 3D as a cinematic medium. Before we discuss the practicalities
of your cinematography, though, we should first look at the intent of
your scenes -- what is the purpose being served by your masterpieces
of cinematic excellence?
Uses
of In-Game Cutscenes
Cutscenes
are used within games for a wide variety of purposes, some of them more
obvious than others, and more importantly, some of them more appropriately
than others. The use to which you intend to put your in-game cinematics
will determine many things, among them the budget you will need to assign
and the techniques you'll need to use. Thus, it's worth examining the
most common implementations of in-game cutscenes, and the appropriateness
of each kind of implementation.
Dialogue.
One of the most common uses of Machinima cutscenes in the recent past
has been for in-game dialogue sequences to the player: in any circumstance
where another character needs to talk, whether to develop the game's
plot or to give a lengthy exposition, many recent games have developed
a distinct tendency to shift into full-on cinematics mode for this purpose.
This can
certainly be a very effective technique for maintaining the mood of
the game while delivering information and furthering the plot. However,
it's also the most common way in which Machinima within games fails,
losing players' interest and devolving into a tedious ordeal to get
to the next interactive portion of the game.
For noninteractive
dialogue scenes to work well in a game, they must first and foremost
be visually interesting. in other words, any purely dialogue-driven
scene is doomed to failure from the outset. Always remember that film
is a visual medium: if your cutscenes don't add anything beyond what
would be gained by reading the text of the dialogue, you'd be better
off saving your money and effort and put the text on the screen for
players to read at their own pace.
In particular,
if your game depends heavily on in-game dialogue, you'd do well to employ
techniques to convey such dialogue other than noninteractive Machinima:
unless your cutscenes are rare or truly exceptional, your players will
get bored sitting and watching endless sequences of dialogue that they
can't participate in or change (which is, after all, the point of playing
a game).
Baldur's
Gate-style interactive text trees work much better for extensive
exposition. They require player interaction, which keeps players from
getting bored and keeps them immersed in the game, and the fact that
they use a textual rather than visual medium means that players can
imagine the conversation's visuals themselves, which means that they'll
be of much higher quality and impact than anything you could produce
on their screen.
Overall,
Machinima has many uses within a game, and certainly brief dialogue
and conversation scenes are among them. However, it isn't and shouldn't
be used as a cheap and cheerful method of delivering hour upon hour
of dialogue. Creating convincing, engaging dialogue scenes within Machinima
is a difficult and painstaking process, not something that can be whacked
out by the hour to provide cheap visual accompaniment to your spoken
script.
(A final
note on this point: both Half-Life and the Final Fantasy
series employed techniques quite similar to Machinima to deliver extensive
dialogue sequences. The key here is that neither took control totally
out of players' hands. Half-Life simply had its dialogue delivered
to the player's perspective, which the player could still control freely,
while the Final Fantasy series, again, presented the dialogue
as part of its gameplay, allowing the players to click through it at
their own pace. Both of these games are excellent models of using extensive
dialogue effective within a game.)
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Half-Life
simply had its dialogue delivered to the player's perspective,
which the player could still control freely,
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Introduction
of plot elements. This is a fairly specific category for Machinima
cutscenes within a game, generally covering a single shot or simple
sequence of shots of a new location or new creature (otherwise known
as the "Look at this cool thing you're about to blow up" shot).
The primary defining factor here is that these are generally short sequences
intending to introduce the player to or familiarize the player with
objects, locations, or objectives that will be important later on in
gameplay.
The simplest
example of this usage is the post-Heretic II cutaway shot to
reveal the results of a player's pushing a button or a lever on the
current level: the player acts on the level, and his view briefly cuts
away to show the results of his action (if it's not immediately visible).
This is an excellent example of Machinima usage in a game: it's quick
and simple (and doesn't take much effort to implement), it's entirely
visual (and very effective because of it -- Quake's old "A
door opened..." messages didn't work nearly as well), it rewards
the players with "something cool" for their actions, and it
doesn't take control away from them for too long.
Similar
uses can be seen in KISS Psycho Circus: The Nightmare Child's
pre-level fly-by sequences (again, very effective and simple), and cutaway
sequences such as Heavy Metal: F.A.K.K.2's introduction of boss
monsters. Again, these work well, they're the most efficient way to
achieve the desired result (player's jaw dropping and muttering "Oh,
%$%^!!"), and they don't require very much effort to implement.
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KISS
Psycho Circus
uses Machinima technique for pre-level fly-by sequences
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Overall,
such sequences are well done in today's games, and hopefully we can
keep it up. Sequences such as these are a no-brainer if your game can
accommodate them -- they add value and enjoyment to the game for very
little outlay in time and cost.
Plot
Development and Mission Briefings. As a third major use for
Machinima cutscenes in games, these scenes are the most varied and the
most complex. Examples of this form of cutscene can be seen in everything
from Dark Reign 2's briefings to F.A.K.K.2's extensive
use of cutscenes for plot advancement.
Obviously,
these scenes overlap fairly heavily with in-game dialogue: however,
the major difference is that they don't rely purely or even heavily
on it (or they shouldn't). In general, these scenes are intended to
take control away from the players to show them elements of the plot
developing and guide them toward what they are meant to do in the next
interactive portion of the game.
Provided
they remember both their function (to develop plot within a game, rather
than to stand alone) and their medium (film), these cutscenes can be
very effective. In essence, these scenes are short films, and should
be treated as such. They're certainly a very cheap and effective way
to develop the game's plot, but, as I mentioned in the first part of
this article, they do still require real effort and cost, and should
be budgeted for and scripted accordingly. It's far better to have a
three-minute sequence that astonishes your players than a half-hour
one that bores them.
Although
it doesn't use Machinima, Final Fantasy VIII probably holds the
record for best use of intervening cutscenes in a game. The scenes are
short, spectacular, visually based, and develop the plot of the game
without ever boring the player. Obviously, with Machinima it's possible
to have more extensive scenes, and to develop more of the plot within
them than FFVIII does, but the principles it follows are worth
holding to in any similar project.
Introductions
and conclusions. The last potential use of Machinima within
a game is to create its introduction and conclusion sequences. Currently,
most games still use prerendered sequences for both roles, but in the
next year or so I predict that will happen less and less, as people
begin to realize the potential of Machinima.
Overall,
these sequences resemble plot-development cutscenes, but have added
roles: to draw the player from the "real" world into the game
world, and to wow the player from the word "go." Obviously,
for both roles visual spectacle is very important, which is the reason
why prerendered sequences still hold onto this role: however, it's worth
noting that Machinima can achieve visual results well above and beyond
expectations, and save the developer thousands of dollars on expensive
CGI.
A few
games in the recent past have shown the potential of Machinima for creating
introduction sequences: the Unreal series (both of whose introductory
fly-by sequences are nothing short of stunning) and Half-Life's
introductory train journey (which, while not strictly a film, uses a
restricted camera view to create its effect). Both work exceptionally
well because they play to the strengths of both Machinima and their
respective engines -- in essence, these sequences fulfill the expectations
that prerendered introductions don't, showing the player something amazing
and saying, "Yes, and the rest of this game will be like this,
too."
In order
to be effective, an introduction sequence in Machinima needs to be built
from the ground up to show off the most impressive and involving features
of the game, while simultaneously introducing the game's plot. Again,
while it's certainly a cheaper option than CGI, it must be budgeted
for appropriately to produce a suitably stunning effect. Machinima-based
introductions are a relatively new development in games, but one with
such potential that they are undoubtedly at least worth considering
for any game using a 3D engine.
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