原创 inima Cutscene Creation |wow gold

2009-11-24 14:31 1534 0 分类: 工程师职场
inima Cutscene Creation |wow gold
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. A FOX one day fell into a deep aion well and power leveling could buy wow gold find no means of myyqqm1124 escape. A Goat, overcome wow gold with thirst, came to the same well, and seeing the Fox, inquired if the water wow gold was good. Concealing his sad plight under a merry guise, the Fox indulged in a lavish praise of the water, saying it was excellent beyond measure, and encouraging him to descend. The Goat, mindful only of his thirst, thoughtlessly wow gold jumped down, but just as he drank, the Fox informed him of the difficulty they were both in and suggested a scheme for their common escape. "If," said he, "you will place your forefeet upon the wall and bend your head, I will run up your back and escape, and will help wow gold you out afterwards." The Goat readily assented and the Fox leaped upon his back. Steadying himself with the Goat's horns, he safely reached the mouth of the wow power leveling well and made off as fast as he could. When the Goat upbraided him for breaking his promise, he turned around and cried out, "You foolish old fellow! If you had as many brains in your head gold wow as you have hairs in your beard, you would never have gone down before you had inspected the way up, nor have exposed yourself to dangers from which you had no means of escape." Look before you leap. TWO MEN were traveling together, when a Bear gold wow suddenly met them on their path. One of them climbed up quickly into a tree and concealed himself in the branches. The other, seeing that he must be attacked, fell flat on the ground, and when buy wow gold the Bear came up and felt him with his snout, and smelt him all over, he held his breath, and feigned the appearance of death as much as he could. The Bear soon left him, for it is said he will not touch a dead body. When he was quite gone, the other Traveler descended from the tree, and jocularly inquired of his friend what it was the Bear had whispered in his ear. "He gave me this advice," his companion replied. "Never travel with a friend who deserts you at the approach of danger." Misfortune tests the sincerity of friends. 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.



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