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Cinematics In Videogames Part 1: You're Doing It Wrong | FanBolt

FanBolt writes: "In recent years, a lot has been said about videogames as art. While this is a much debated topic, it's also a very complex one, and not one I think can be easily addressed. However, I think that the topics constituents are ripe for discussion and in the end, when we put them together, may shed some light on the topic overall."

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TerroristV1930d ago (Edited 1930d ago )

I agree, of course, that cutscenes have worked to infantilize the gaming medium. But a few of your claims feel disingenuous. For one, you say that games are the only interactive art form (or medium). If this is true, then what of architecture?

Second, every medium is interactive. When you watch Grave of the Fireflies, the emotions you feel, the connotations you ascribe to settings and scenes are specific to you as an individual, your thoughts interacting with the imagery and dialogue on-screen. It works similarly for novels. There is an interaction between your intellectual and emotional self and the work that lies before you.

Third, you seem to denounce the use of cutscenes entirely. But cutscenes can be useful, and obviously we should be exploring every avenue for storytelling thoroughly. The problem is simply that we have *too many* people exploring this *one* avenue. We need more people to break boundaries and seek new frontiers, otherwise we're left with a single form -- and one which isn't satisfying.

Fourth, you appear to denounce linearity altogether. I simply ask that you play Braid or Portal 2 and you will see that there is strength in linearity. There is likewise strength in freedom -- as with Far Cry 2 or Saints Row -- but again, we should be exploring every avenue.