Difference between revisions of "Cutscenes"

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''Sequences of storytelling where players cannot act.''
 
''Sequences of storytelling where players cannot act.''
  

Revision as of 11:48, 6 November 2010

Sequences of storytelling where players cannot act.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Cut Scenes that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.