Cutscenes in Computer Games as an Information System

While computer game´s cutscenes are predominantly used for a cinematic narrative development, in many computer games cutscenes might serve not only as a basic orientation hint about next level in a gaming environment but might play a role of an information system. This contribution will discuss the...

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Bibliographic Details
Published inDesign, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments pp. 661 - 668
Main Author Říha, Daniel
Format Book Chapter
LanguageEnglish
Published Cham Springer International Publishing
SeriesLecture Notes in Computer Science
Subjects
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Summary:While computer game´s cutscenes are predominantly used for a cinematic narrative development, in many computer games cutscenes might serve not only as a basic orientation hint about next level in a gaming environment but might play a role of an information system. This contribution will discuss the eventualities to understand cutscenes and their implementation in a gaming environment as a sort of an information system useful for the interpretation and reconfiguration performed by the player with the respect to the rapid prototyping for serious games. Further, will be briefly discussed the potential to author the cutscenes for a sample concept of a serious game (documentary computer games) in the rapid animated movie production tool Moviestorm.
ISBN:9783319076256
3319076256
ISSN:0302-9743
1611-3349
DOI:10.1007/978-3-319-07626-3_62