Introduction – Who Are We? Marty Stoltz Studio Cinematic Director, Midway Chicago Stranglehold, The Suffering: Ties That Bind, Mortal Kombat: Armageddon/Deception/Shaolin Monks, Psi-Ops, Sanitarium Richard Rouse III Director of Game Design, Midway The Suffering, The Suffering: Ties That Bind, Drakan: The Ancients’ Gates, Odyssey, Game Design: Theory & Practice Introduction – Cinematic Games • What are “Cinematic Games?” • Often people mean: • • • • • • Better/more cut-scenes Better story/dialog More custom-scripted High drama moments High production values A highly immersive experience Introduction – Cinematic Games • Heavily loaded term • Avoid “Hollywood Envy” • Don’t want • Interactive movies • Uninteractive games "One day soon, calling a game ‘cinematic’ will be a backhanded compliment, like calling a movie ‘stagy.’" - Prince of Persia creator Jordan Mechner Introduction – Cinematic Games • A new definition of “Cinematic Game Design” • Draw from cinema’s 100-year-old library of techniques • Integrate these devices into actual gameplay • Not just copying, expands our medium Cinematic Technique #1: Character Framing • Rule of thirds creates good compositions • Mental map allows audience to take fragments and make sense of them • Careful use of eye-lines • Example from: The Good, The Bad, and The Ugly Character Framing: Gameplay Application • Same rules of scene composition apply • For third person games, avoid placing the character dead-center • Examples from: Splinter Cell Shadow of the Colossus Cinematic Technique #2: Camera Following a Character • When tracking a character, principles of photography apply to the cinema • Still obey the rule of thirds • Avoid “computer” camera moves • Example from: Goodfellas Camera Following a Character: Gameplay Application • Wherever the player moves the camera, always keep the avatar well framed • Avoiding fading out/making the avatar disappear • Balance player control with good shot composition • Example from: Max Payne 2 Cinematic Technique # 3: Slow Motion • Many films have used slow motion to emphasize the beauty/brutality of a scene • Can also be used to slow/quicken an event where the audience won’t notice • Simulates real-life dramatic events seeming slow • Example from: Aliens Slow Motion: Gameplay Application • Lots of games have stylishly used slow motion as a game mechanic or an FX component • Slow motion can also be a tool for storytelling • Could also be used more subtly • Example from: FEAR Cinematic Technique #4: Visual Storytelling • Inform the viewer about person and place • Scene works without dialog/exposition • Start wide and end close: close shots at end for progression and impact • Example from: Rear Window Visual Storytelling: Gameplay Application • Player should learn about the fiction through play • Every element is important: art, animation, voice, audio, etc • Repetition of key details is necessary • Example from: Half Life 2 Cinematic Technique #5: Subjective P.O.V. • Often multiple non-realistic effects can be combined to make the audience see a scene from a particular character’s POV • Effects include: FOV adjustment, slow motion, exaggerated lighting, screen filters, audio mix • Example from: Raging Bull Subjective P.O.V.: Gameplay Application • Used for literal sensory changes: • • • • Drunk (GTA) Drugged/Stoned (Rise of the Triad/Narc) Dream Sequences (Max Payne) Shell Shocked (Mercenaries) • Could be used more subtly to indicate emotional state of the main character Cinematic Technique #6: Parallel Editing • Inter-cuts two scenes that are happening at the same time • Great way to build suspense • Example from: The Silence of the Lambs Parallel Editing: Gameplay Application • Underused technique in games • Not the same as plot-driven cut-aways • Perfect for breaking up long navigational sections, if kept short & quick • Has to be done carefully to not frustrate or confuse the player • Example from: Karateka Cinematic Technique #7: Split Screen • Similar to parallel editing, but different pacing • Can be used for suspense or emotional juxtaposition • Example from: Kill Bill Split Screen: Gameplay Application • Also underused in games • Excellent for in-game storytelling • Do not force the player to intently watch multiple views simultaneously • Example from: Indigo Prophecy Cinematic Technique #8: Picture Within Picture • Mini-story that happens in the background of a scene • Can be used to juxtapose two narratives or themes • Example from: Citizen Kane Picture Within Picture: Gameplay Application • Depending on a game’s camera & perspective, differently techniques apply • Careful placement makes scenes nondisruptive but also likely to be seen • Example from: Another World / Out of this World Cinematic Technique #9: Building Tension • Keep the pace changing but maintain a general direction • Don’t be afraid to slow things down in an action sequence • Use audio to keep the audience on edge • Example from: Alien Building Tension: Gameplay Application • Design game mechanics in ways that will give the player some information, but not all of it • Motion sensor in Marathon and AvP • Radio static in Silent Hill 2 • Audio design in System Shock games • Interactive music perfect for building tension in gameplay Cinematic Technique #10: (Mis)Leading the Audience • If audience figures out the story: bored • If audience can’t figure anything out: confused (Both are bad.) • Hitchcock said: audience likes to be one step ahead of the story • Mislead audience away from what will actually happen • Example from: A Clockwork Orange (Mis)Leading the Audience: Gameplay Application • Games have repetitive mechanics • Players expect them to work consistently • Thus players are susceptible to being misled • Be clever/devious in how you mislead, but don’t go for “cheap shots” • Example from: The Suffering Cinematic Game Design: Ten Techniques 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Character Framing Camera Following a Character Slow Motion Visual Storytelling Subjective P.O.V. Parallel Editing Split Screen Picture Within Picture Building Tension (Mis)Leading the Audience Questions? • Contact: Richard: rr3@paranoidproductions.com Marty: mstoltz@midway.com • Final slides available at: http://www.paranoidproductions.com/writings.html