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The anatomy of a cut scene

Filed under: Fantasy, Video, Guild Wars, Lord of the Rings Online, Game mechanics, Machinima, Humor


When you watch a cut scene (assuming you didn't skip it, when possible), do you ever think about what goes into making that cinematic? Why did they choose this angle, and this part of the storyline? In games like Guild Wars, the cut scenes are game-engine-based, so your characters are standing there engaged in deep, dramatic story-driven dialogue with an important NPC, all the while a Jagged Horror decides he wants to stand directly on top of the camera.

Ravious over at Kill Ten Rats discusses the issue we sometimes can have with the different types of cut scenes out there. For example, in Lord of the Rings Online, there are the ones where you can't do anything, and you're forced to sit and listen to the big bad boss talk about how he could have gotten away with it, if it weren't for you meddling kids. Then there's the type where you can, as Ravious puts it, "hop over Samwell(wise) Gamgee's hobbit head to your heart's content while Elrond bids the Fellowship farewell."

So what's your favorite kind of cut scene? Do you feel they need to be giant cinematic productions, or do the brief game-engine scenes do well enough?

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