The Blurring Line Between Gaming and Cinema
by Michael Moreno
Something I have noticed more and more in next-gen titles is the tendency for game developers to create games with a cinematic feel to them. It used to be that the most cinematic portion of any given game came during whatever cut-scenes it might have had. Now it seems that it is just as important in modern video games to make the player feel as if they are watching a movie as much as they are playing a game.
Gears of War 2 starts you off with a Lord of the Rings style intro as well as an entire level before showing the title screen. Call of Duty 4: Modern Warfare sets up your character and puts him in his first mission, complete with theatrical escape scene, before reminding you of the title. The title screen is no longer the first screen you see when starting a game. It is now a tool used to convey a sense of epicness, a feeling that you are not just playing a game, but embarking on an experience.
Quick Time Events have also played a part in this transition. Providing dramatic camera angles and actions that could by no means be completed by the player increase the cinematic experience. Suddenly, you are no longer controlling your character, but rather watching as he accomplishes incredible feats that you would never be able to achieve with your limited control of the world. The God of War series does it so well, with quick time events available for nearly every enemy and necessary for completing boss battles.
Ubisoft’s Assassin’s Creed favors a cinematic presentation for highlighting deaths. Succesfully executing assassinations, combos, and counter kills will switch the camera immediately to a more dramatic view, giving you a brief taste of cinematic flare before thrusting you right back into control of your character.
So what does this say about the state of video games today? Well, I think it says more about the nature of video games as an entertainment media. Video games do more than just provide the brain with useless stimulation and notions of fun. They take the best of all forms of entertainment, bringing it upon itself, growing from title to title. Games have taken the story-telling and creativity of literature; the sounds and emotional emotiveness of music; the intense visual stimuli of cinema; and now, with the advent of systems like the Wii that employ motion control, the kinisthetic pleasures of actual movement.
The reason why video games have grown beyond a generational fad into an entertainment powerhouse and household staple is because developers have never allowed themselves to be locked into any form or image of what a video game is. A video game is whatever delivers the most entertainment to the player, and as a result have amalgamated useful qualities and characteristics from every form of entertainment available. It is on the cusp of every technological advance, consuming and growing. It is a beast.
That is why video games are here to stay. Yes, the line between gaming and cinema is blurring. Just as the lines between gaming and literature, gaming and music, gaming and action, are blurring. These lines will continue to drop out of focus as gaming continues to press forward as an entertainment media juggernaut.
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As early as Final Fantasy VI game designers have been having massive success telling gripping stories through their games. Mass Effect is a great example of weaving narrative and gaming together
I would like to see more interactivity and user-directed storylines in games. Some games offer you alternate endings, but imagine the replayability if there were alternate stories inside a game.
But for the record, I dislike quick time events. While they allow developers to insert more cinematic action scenes like you say, I sadly am not quick enough to enjoy them as I am often looking at the controller.
I definitely agree that several installments in the Final Fantasy series have set the bar for epic story telling in video games. Typically truly grand stories, have rested in the realm of RPGs, because of the devotion of time the player has already accepted committing to the development of said story. However, many games outside that genre have begun to take advantage of the grand story experience, even though it seems they can only tell such a story through a series of average length installments.
Being a longtime fan of the RPG genre particularly for the great tales they can weave, I too would love to see more alternate story lines within games. Have you ever played Breath of Fire IV for PS1? The story approaches this concept by letting you play through portions of the game as the antagonist. Also, Suikoden III has three separate, though converging, storylines.
Oh, and as for the quick time events, I find myself torn. While I appreciate what they add to the game play experience, I find I often become bored with them after seeing the same action performed multiple times throughout a game, causing me to ultimately lose interest.
I haven’t played either of those games. I know I keep coming back to Mass Effect, but I truly believe that series is blazing new trails in this area. Plus I just finished a second playthrough, so it’s on top of my mind. But I am intrigued with the announcement that Mass Effect 2 will use your save files from the first game so you can continue the story. If this is done well, it could set a new precedent in complexity in storytelling in games.