I feel like I or someone else asked you this, but do you think that gameplay will ever get to the point where it looks like the fancy prerendered cutscenes? Even the outstanding visuals we have now, don't really look like say, Sonic Unleashed's opening cinematic from.....Christ, 2008 was really 15 years ago. Anyway, Is there a way to match that that look in style and fidelity or is it just kind of a "physics" thing where that's basically not possible? What stops that if that's the case.
I don't believe that gameplay will ever look like fancy prerendered cutscenes because gameplay has certain needs that cutscenes do not, and cutscenes have certain needs that gameplay does not. Here's what I mean.
When you're watching a cinematic in a game like Spider-Man, what are you seeing on screen? Usually what you want to see is Spider-Man doing some amazing, spectacular action. Something like this:
Note how closely pulled-in the camera is, so that you can see all the details of Spider-Man's body and posing. The camera zooms in to see him narrow his eyes. Look at how the camera movement can barely frame him, conveying how fast he is moving. You're not looking for where to go next, because it's all pre-planned out for you - the purpose of this short cinematic is to tell a story - Spider-Man has to get out of here quickly.
Let's compare that to what you see on screen when you are playing Spider-Man:
See how the camera is framing everything very differently? Spider-Man takes up a very small amount of the screen. The vast majority of the information being conveyed here is showing the player exactly where Spider-Man is going and how fast he is getting there. We're seeing him move acrobatically through the air, but we're not seeing his emotions or his face. We're focusing on what matters - navigating through the city to wherever we (as the player) want him to go.
The needs of gameplay are different than the needs of cinematics. Even if the technology improves to the point where everything is beautiful and gorgeous, it still won't look the same because the purpose of regular gameplay and the purpose of cinematics is different. Gameplay visualizes the things the player needs to see and engage with at any given time. Cinematics visualize the aspects of the story that the designers want to tell. Even if the tech can do it, the purpose of the visualization isn't the same so it won't happen.
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🎨🎬 Art in Every Frame! 🖼️
Let's take a moment to appreciate the incredible artwork that graces movie posters. From vivid colors to captivating design, movie posters are true works of art that set the tone for cinematic adventures. 🌟
Here are ten of our favorites:
1. “Pulp Fiction” (1994) - The bold and iconic image of Uma Thurman’s Mia Wallace is unforgettable.
2. “Star Wars” (1977) - The original Star Wars poster by Tom Jung is a classic.
3. “E.T. the Extra-Terrestrial” (1982) - The touching finger-touching moment against the moon is a cinema icon.
4. “The Shining” (1980) - The eerie and minimalistic poster is a perfect fit for this horror masterpiece.
5. “Jurassic Park” (1993) - The image of the T-Rex skeleton with the tagline “An Adventure 65 Million Years in the Making” is brilliant.
6. “Jaws” (1975) - The simple yet terrifying image of the shark fin is etched in cinematic history.
7. “The Grand Budapest Hotel” (2014) - Wes Anderson’s film posters are known for their unique and quirky designs.
8. “Inception” (2010) - The city-folding-over-itself image is an artistic representation of the film’s mind-bending concept.
9. “The Lord of the Rings: The Fellowship of the Ring” (2001) - The epic landscape of Middle-earth on the poster sets the tone for the trilogy.
10. “La La Land” (2016) - The vibrant and dreamy poster perfectly captures the essence of the film.
What's your all-time favorite movie poster? Share it with us, and let's celebrate the artistry of film! 📸🍿 #MoviePosterArt #CinematicDesign #FilmArtistry
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"a tiny sampling of some Loki S2 visual department along the way"
-Wesley Burt, Concept artist/illustrator on twitter
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Hello! I have a question about cutscenes. How does a decision get made about whether a cutscene can be skipped or not? I know some games have certain skipable cutscenes and others unskippable, and that in HD remakes of old games developers will sometimes add the ability to skip them. Do these decisions tend to be story-motivated or is there commonly a background mechanical reason to force a cutscene to play fully through?
Cinematics are mostly for storytelling purposes, but they also hid a very real secondary purpose - we would do a lot of game setup during cinematics, like streaming data off of a physical disc while the cinematic is playing so that we can load what comes next. If we need to load a bunch of assets, it's much better to hide that in a cinematic than pop up a loading screen or force a decompression area like a tight locked corridor to hide the new environment popping in. This kind of thing is less important now that we can install the full game to the hard drive and most gaming devices are now running SSDs, but it was a real concern before ~2012 or so when we still needed to read data from optical drives.
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