The Rules of the Game |wow gold
One of the most heinous and common of all the bad game design crimes is overuse, or just poor use of cut scenes. You know them well... the ten minutes of SGI-rendered plot set-up you have to click past to get to a game. We've all seen them abused in other games, but for a number of reasons, their siren call sucks at the common sense of every game design team, so like a virus or a tithe that we must allow the art department, they perpetuate. Let's use this Rules of the Game to take a step back and figure out what cut scenes are normally used for, what are the common pitfalls to sidestep, and where are they really great. And let's talk about what is the psychology that gets us into this predicament in the first place. Starters: Setting the Stage The single most common, and first use of cut scenes in games is the initial 3-10 minute movie. It's not enough that your player is out to save the world, you want to show what happened to get the world in that state in the first place. This is a perfectly reasonable thing to do, though if you think about it, it really breaks down to four different types The in-betweeners: The next big group of uses for cut scenes is in-between the game rounds. These usually serve two purposes: Giving Rewards and Advancing the Plot. A TORTOISE, lazily level basking aion in the sun, complained leveling to cheap wow gold the sea-birds of her
aion power leveling hard fate, that no one would teach her to fly. An Eagle, hovering near, heard her lamentation and demanded what reward she would give him if he
aion power leveling would take her aloft and float her in the air. "I will give you," she said, "all the riches
aion gold of the Red Sea ." "I will teach you to fly then," said the Eagle; and taking her up in his talons he carried her almost to the clouds suddenly he let
aion gold her go, and she fell on a lofty mountain, dashing her shell to pieces . The Tortoise exclaimed in the moment of death: "I have deserved my present fate; for what had I to do with wings and clouds, who
wow gold can with difficulty move about on the earth?' If men had all they wished, they would be often ruined. A NUMBER of Flies were myyqqm1124 attracted to a jar of honey
aion power level which had been overturned in a housekeeper's room, and placing their feet in it, ate greedily. Their feet, however, became so smeared with the honey that they could not use their wings, nor release themselves, and were suffocated. Just as they were
aion power level expiring, they exclaimed, "O foolish creatures that we are, for the sake
cheap wow gold of a little pleasure we have destroyed ourselves." Pleasure bought with pains, hurts. Rewards are the most noble purpose of a cut movie. They offer both a moment of respite where the player can shake out his/her cramped hands and a chance for them to get ready to go for the next level. They are the big explosion of the ship, the triumphant cries of his minions, or in some other way a chance for the game to say, "Great job, wanna see something even cooler then you've seen so far?" It takes very little to make the player happy if you are consistent and patient about how much you give and when. The original Missile Command changed it's color palette every ten rounds or so. You'd play the game over and over again, just to get to see what the color change was going to be after the 100th level (it inverted to be black on white, if I remember correctly. Man, that was a retina burner). Advancing the plot is the other main reason for the life of in-between cut movies. This is either to give a clue for later game play or to set up the next scenario. Often these elements are combined. Usually there is a reward for and then a preview of what's to come. Games like C&C will show you a great explosion of your last target, followed by your score and then do an overview of the next round. Final Fantasy does both things and also throws in some conversation that hints at something in the game that you may need to know in order to solve a future puzzle. It also does the last common function of the in-between movies, the transition in space. Games like Riven use this most often as a way to have you travel from one part of the world to the next. It gives the feeling of great space without needintg the character to literally walk great distances in real time. This is one of those areas where game designers reveal if they've paid attention to any of the other mediums that came before. Movies have been teaching us for years that it's not necessary to literally take the characters through every step. Suggestive transitions work great. Seeing Batman and Robin jump in the Batmobile and then arrive in Commissioner Gorden's office works perfectly well to create the whole drive in peoples' minds.
====================================================================================
Related Article:
wow goldwow goldwow goldwow goldwow gold
文章评论(0条评论)
登录后参与讨论