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52-517: (Redirected from Cinematics ) [REDACTED] Look up cinematic in Wiktionary, the free dictionary. Cinematic describes anything related to cinema . It may refer to: any movie updates, cinema nights, cinematic review Film-related [ edit ] Cinematic cutscene , a sequence in a video game that is not interactive Cinematic music , original music written specifically to accompany

104-529: A slideshow synchronized to an audio recording; it was essentially an unskippable introductory cutscene, but not an in-game cutscene. Taito 's arcade video game Space Invaders Part II (1979) introduced the use of brief comical intermission scenes between levels, where the last invader who gets shot limps off screen. Namco 's Pac-Man (1980) similarly featured cutscenes in the form of brief comical interludes, about Pac-Man and Blinky chasing each other. Shigeru Miyamoto 's Donkey Kong (1981) took

156-400: A 2012 album by Set It Off See also [ edit ] Cinema (disambiguation) Kinematics , a subfield of physics that describes motion All pages with titles containing Cinematic Topics referred to by the same term [REDACTED] This disambiguation page lists articles associated with the title Cinematic . If an internal link led you here, you may wish to change

208-458: A DEC PDP-8 minicomputer . He named the result King of Sumeria . Needing the game to run in the smallest memory configuration available for the computer, he included only the first segment of the game. He also chose to rename the ruler to the more famous Babylonian king Hammurabi , misspelled as "Hamurabi". Dyment's game, sometimes retitled The Sumer Game , proved popular in the programming community: Jerry Pournelle recalled in 1989 that "half

260-557: A different, shorter version that included only the first segment with the file name "sum9rx" at the Thomas J. Watson Research Center in Yorktown Heights. The sum9rx version was not used in playtests or included in the research report. Like many early mainframe games , The Sumerian Game was only run on a single computer. Commands were entered and results printed with an IBM 1050 teleprinter, with associated images shown on

312-476: A film Cinematic storytelling , a story told primarily through the use of visual media Cinematic techniques , a list of methods and techniques used in filmmaking Music [ edit ] The Cinematics , a Scottish alternative-rock band Cinematic (EP) , a 2008 EP by Tony Harnell Cinematic , a 1995 album by Adrian Borland Cinematic (Illy album) , released in 2013 Cinematic (Owl City album) , released in 2018 Cinematics (album) ,

364-485: A joint workshop, led by Bruse Moncreiff and James Dinneen of IBM along with Dr. Richard Wing, curriculum research coordinator for BOCES, in June 1962, involving ten teachers from the area to discuss ways of using simulations in classroom curricula. Based on the result of the workshop, BOCES applied for a US$ 96,000 (equivalent to $ 967,000 in 2023) grant from the U.S. Office of Education that December to continue to study

416-599: A much more popular language. In 1973, Ahl published BASIC Computer Games , a best-selling book of games written in BASIC, which included his version of The Sumer Game . The expanded version was renamed Hamurabi and added an end-of-game performance appraisal, based on a similar concept in James A. Storer's The Pollution Game (1970), which was also included in BASIC Computer Games as King . In addition to

468-466: A number of successful video games that make excessive use of cutscenes for storytelling purposes, referring to cutscenes as a highly effective way to communicate a storyteller's vision. Rune Klevjer states: "A cutscene does not cut off gameplay. It is an integral part of the configurative experience", saying that they will always affect the rhythm of a game, but if they are well implemented, cutscenes can be an excellent tool for building suspense or providing

520-516: A slide projector. A few students played it as it was being developed, and the researchers ran one play session with 30 sixth-grade students. Project 1948 concluded in August 1964, and a report on its outcome given to the Office of Education in 1965 listing the eight "subprojects" that had been proposed in it, of which The Sumerian Game was the only game. Two weeks after its conclusion a new project

572-401: Is a sequence in a video game that is not interactive, interrupting the gameplay . Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using

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624-416: The city-building genre as well as an early strategy game. As The Sumerian Game was created during the early history of video games as part of research into new uses for computer simulations, it pioneered several developments in the medium. In addition to being a prototype of the strategy and city-building genres, The Sumerian Game has been described as the first video game with a narrative, as well as

676-543: The DreamWorks Interactive (now known as Danger Close Games) 1996 point and click title, The Neverhood Chronicles, full motion video cutscenes were made using the animation technique of stop motion and puppets sculpted out of plasticine, much like the game’s actual worlds and characters. The game’s creator, Douglas TenNapel was in charge of filming the cutscenes, as stated in the game’s behind the scenes video. Pre-rendered cutscenes are animated and rendered by

728-408: The ancient Sumerian civilization as the setting to counter what he saw as a trend in school curriculum to ignore pre-Greek civilizations, despite evidence of their importance to early history. Addis, a fourth-grade teacher at Katonah Elementary School, agreed with Moncreiff about the undervaluation of pre-Greek civilizations in schools, and had studied Mesopotamian civilizations in college. Her proposal

780-472: The city of Lagash in Sumer —Luduga I, II, and III—over three segments of increasingly complex economic simulation . Two versions of the game were created, both intended for play by a classroom of students with a single person inputting commands into a teleprinter , which would output responses from the mainframe computer . The second version had a stronger narrative component to the game's text and interspersed

832-603: The concept for 18 months as a joint project between IBM and the New York State Education Department , receiving almost US$ 104,000 (equivalent to $ 1,048,000 in 2023) instead for "Cooperative Research Project 1948". The project began in February 1963 under the direction of Dr. Wing, who asked for proposals from nine teachers. One of the teachers who had been at the workshop, Mabel Addis , proposed an expansion of an idea given by Moncreiff at

884-541: The context and terminology changed. The researchers conducted a playtest of the new version of The Sumerian Game with another 30 sixth-grade students the following school year, and produced a report in 1967. BOCES copyrighted The Sumerian Game in 1964. The grants for the second version of the game were in part to create a "center of demonstration" at the BOCES Research Center in Yorktown Heights for computer-assisted instruction. To this end, following

936-533: The creation of the second version of the game, the first segment was reprogrammed by Jimmer Leonard, a graduate student in Social Relations at Johns Hopkins University , for the IBM 1401 , to be used at demonstrations at the BOCES Research Center. Further revisions to the other sections of the game were considered, but no further grants for the project were received and no further changes were made. The project

988-439: The cutscene concept a step further by using cutscenes to visually advance a complete story. Data East 's laserdisc video game Bega's Battle (1983) introduced animated full-motion video (FMV) cutscenes with voice acting to develop a story between the game's shooting stages, which became the standard approach to game storytelling years later. The games Bugaboo (The Flea) in 1983 and Karateka (1984) helped introduce

1040-531: The cutscene concept to home computers . In the point-and-click adventure genre, Ron Gilbert introduced the cutscene concept with non-interactive plot sequences in Maniac Mansion (1987). Tecmo 's Ninja Gaiden for the Famicom in 1988 and NES the following year featured over 20 minutes of anime -like "cinema scenes" that helped tell an elaborate story. In addition to an introduction and ending,

1092-873: The cutscenes were intertwined between stages and gradually revealed the plot to the player. The use of animation or full-screen graphics was limited , consisting mostly of still illustrations with sound effects and dialogue written underneath; however the game employed rather sophisticated shots such as low camera angles and close-ups , as well as widescreen letterboxing , to create a movie-like experience. Other early video games known to use cutscenes extensively include The Portopia Serial Murder Case in 1983; Valis in 1986; Phantasy Star and La Abadía del Crimen in 1987; Ys II: Ancient Ys Vanished – The Final Chapter , and Prince of Persia and Zero Wing in 1989. Since then, cutscenes have been part of many video games, especially in action-adventure and role-playing video games . Cutscenes became much more common with

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1144-581: The developer feels is appropriate for each scene. During the 1990s in particular, it was common for the techniques of live action, pre-rendering, and real time rendering to be combined in a single cutscene. For example, popular games such as Myst , Wing Commander III , and Phantasmagoria use film of live actors superimposed upon pre-rendered animated backgrounds for their cutscenes. Though Final Fantasy VII primarily uses real-time cutscenes, it has several scenes in which real-time graphics are combined with pre-rendered full motion video. Though rarer than

1196-523: The first edutainment game. As a result, Mabel Addis has been called the first female video game designer and the first writer for a video game . The original code for The Sumerian Game is lost, but the projector slides and three printouts of individual game sessions were found in 2012 and donated to The Strong National Museum of Play , where they are kept in the Brian Sutton-Smith Library and Archives of Play. A recreation of

1248-483: The first video game with a narrative, as well as the first edutainment game. As a result, Mabel Addis has been called the first female video game designer and the first writer for a video game . In 2024 a recreation of the game, based off of the available information, was released for Windows . The Sumerian Game is a largely text-based strategy video game centered on resource management. The game, set around 3500 BC, has players act as three successive rulers of

1300-420: The game calculates the effect of the player's choices on the population for the next round. Additionally, after each round, the game selects whether to report several events. The city may be struck with a random disaster, such as a fire or flood, which destroys a percentage of the city's population and harvest. Independent of disasters, a percentage of the stored grain may also be lost to rot and rats. Additionally,

1352-414: The game may report a technological innovation which has a positive effect on subsequent rounds, such as reducing the amount of grain that may spoil or reducing the number of farmers needed for each acre of land. Several of these innovations require the player to have first "exhibited some good judgement", such as by adequately feeding their population for multiple rounds. In the second and third segments of

1404-694: The game with taped audio lectures, presented as the discussions of the ruler's court of advisors, corresponding with images on a slide projector. In both versions, the player enters numbers in response to questions posed by the game. In the first segment of the game, the player plays a series of rounds—limited to 30 in the second version of the game—in which they are given information about the current population, acres of farmland, number of farmers, grain harvested that round, and stored grain. The rounds start in 3500 BC, and are meant to represent seasons. The player then selects how much grain will be used as food, seed for planting, and storage. After making their selections,

1456-504: The game's developers, and take advantage of the full array of techniques of CGI , cel animation or graphic novel -style panel art. Like live-action shoots, pre-rendered cutscenes are often presented in full motion video . Real time cutscenes are rendered on-the-fly using the same game engine as the graphics during gameplay. This technique is also known as Machinima . Real time cutscenes are generally of much lower detail and visual quality than pre-rendered cutscenes, but can adapt to

1508-413: The game, the city's population and grain are adjusted to preset levels, regardless of the player's performance in the prior segment, to represent that some time has passed since the decisions of the prior ruler. The player then again plays through a series of rounds. In the second segment, the player can also apply workers towards the development of several crafts—which in turn can result in innovations—while

1560-500: The gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos " or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. The Sumerian Game (1966), an early mainframe game designed by Mabel Addis , introduced its Sumerian setting with

1612-450: The link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=Cinematic&oldid=1197781694 " Category : Disambiguation pages Hidden categories: Short description is different from Wikidata All article disambiguation pages All disambiguation pages Cinematic cutscene A cutscene or event scene (sometimes in-game cinematic or in-game movie )

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1664-474: The multiple versions of Hamurabi , several simulation games have been created as expansions of the core game. These include The Pollution Game and Kingdom (1974) by Lee Schneider and Todd Voros, which was then expanded to Dukedom (1976). Other derivations include Santa Paravia en Fiumaccio (1978) by George Blank; Santa Paravia added the concept of city building management to the basic structure of Hamurabi , making The Sumerian Game an antecedent to

1716-707: The other two possible combinations, the pairing of live action video with real time graphics is seen in games such as Killing Time . Interactive cutscenes involve the computer taking control of the player character while prompts (such as a sequence of button presses) appear onscreen, requiring the player to follow them in order to continue or succeed at the action. This gameplay mechanic, commonly called quick time events , has its origins in interactive movie laserdisc video games such as Dragon's Lair , Road Blaster , and Space Ace . Director Steven Spielberg , director Guillermo del Toro , and game designer Ken Levine , all of whom are avid video gamers, criticized

1768-526: The part that has "the largest possibility for emotional engagement, for art dare we say", while also being the bit that can be cut with no impact on the actual gameplay. Koster claims that because of this, many of the memorable peak emotional moments in video games are actually not given by the game itself at all. It is a common criticism that cutscenes simply belong to a different medium. Others think of cutscenes as another tool designers can use to make engrossing video games. An article on GameFront calls upon

1820-456: The people I know wrote a Hammurabi program back in the 1970s; for many, it was the first program they'd ever written in their lives". Around 1971, DEC employee David H. Ahl wrote a version of The Sumer Game in the BASIC programming language. Unlike FOCAL, BASIC was run not just on mainframe computers and minicomputers, but also on personal computers , then termed microcomputers , making it

1872-478: The player with helpful or crucial visual information. The Sumerian Game The Sumerian Game is an early text-based strategy video game of land and resource management . It was developed as part of a joint research project between the Board of Cooperative Educational Services of Westchester County, New York and IBM in 1964–1966 for investigation of the use of computer-based simulations in schools. It

1924-577: The portrayal of characters. Some movie tie-in games, such as Electronic Arts ' The Lord of the Rings and Star Wars games, have also extensively used film footage and other assets from the film production in their cutscenes. Another movie tie-in, Enter the Matrix , used film footage shot concurrently with The Matrix Reloaded that was also directed by the film's directors, the Wachowskis . In

1976-544: The process of writing an assembly language version. In 1968, however, Digital Equipment Corporation (DEC) employee Doug Dyment gave a talk about computers in education at the University of Alberta , and after the talk a woman who had once seen The Sumerian Game described it to him. Dyment decided to recreate the game as an early program for the FOCAL programming language, recently developed at DEC, and programmed it for

2028-417: The reigns of three successive rulers of the city of Lagash in Sumer around 3500 BC. In each segment the game asks the players how to allocate workers and grain over a series of rounds while accommodating the effects of their prior decisions, random disasters, and technological innovations, with each segment adding complexity. At the conclusion of the project the game was not put into widespread use, though it

2080-487: The rise of CD-ROM as the primary storage medium for video games, as its much greater storage space allowed developers to use more cinematically impressive media such as FMV and high-quality voice tracks. Live-action cutscenes have many similarities to films. For example, the cutscenes in Wing Commander IV used both fully constructed sets, and well known actors such as Mark Hamill and Malcolm McDowell for

2132-756: The state of the game. For example, some games allow the player character to wear several different outfits, and appear in cutscenes wearing the outfit the player has chosen, as seen in Super Mario Odyssey , The Legend of Zelda: Breath of the Wild and Grand Theft Auto: San Andreas . It is also possible to give the player control over camera movement during real time cutscenes, as seen in Dungeon Siege , Metal Gear Solid 2: Sons of Liberty , Halo: Reach , and Kane & Lynch: Dead Men . Many games use both pre-rendered and real time cutscenes as

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2184-561: The summer of 1966 by adding a stronger narrative flow to how the advisor tells the player about the events of the city, refocusing the second segment of the game on the new concepts introduced, and interspersing the game with taped audio lectures corresponding with more directly related images on a slide projector. These have been described as the first cutscenes . A 1973 summary guide to educational games described The Sierra Leone Game as being very similar to The Sumerian Game , including having interspersed slides and audio lectures, with only

2236-485: The summer workshop: an economic model of a civilization, intended to teach basic economic theory. The idea had been developed during the workshop as a paper game under the name "The Sumerian Play". Moncreiff had been inspired by prior research, especially the paper "Teaching through Participation in Micro-simulations of Social Organization" by Richard Meier, and by the board game Monopoly , and wanted to use

2288-533: The third increases the complexity of the simulation by adding trade and expansion choices. In the original version of the game, the second and third segments were expansions on the first, requiring the same choices around grain in addition to the new choices. In the second version of the game, the second segment was refocused. The rounds were limited to 10 and the player was no longer required to make choices around grain allocation, but instead only make decisions about applying workers to farming or crafts. The third segment

2340-741: The use of computers in education research. The BOCES system had been established in New York to help rural school districts pool resources, and the Westchester BOCES Superintendent Dr. Noble Gividen believed that computers, along with computer simulation games like the Carnagie Tech Management Game being used in colleges, could be used to improve educational outcomes at small districts in Westchester. The Westchester County BOCES and IBM held

2392-399: The use of cutscenes in games, calling them intrusive. Spielberg states that making the story flow naturally into the gameplay is a challenge for future game developers. Hollywood writer Danny Bilson called cinematics the "last resort of game storytelling", as a person doesn't want to watch a movie when they are playing a video game. Game designer Raph Koster criticized cutscenes as being

2444-522: Was approved and she began work with IBM programmer William McKay to develop the game. The game itself, The Sumerian Game , was designed and written by Addis and programmed by McKay in the Fortran programming language for an IBM 7090 time-shared mainframe computer . The game was developed at BOCES in Yorktown Heights, New York with the file name "suilxr"; simultaneously, IBM developed

2496-435: Was designed by Mabel Addis , then a fourth-grade teacher, and programmed by William McKay for the IBM 7090 time-shared mainframe computer . The first version of the game was played by a group of 30 sixth-grade students in 1964, and a revised version featuring refocused gameplay and added narrative and audiovisual elements was played by a second group of students in 1966. The game is composed of three segments, representing

2548-504: Was mentioned in Time and Life magazines in 1966. The game was made available to other schools by "special arrangement" with Westchester County BOCES into at least the early 1970s. In 1969, professor Herbert Hallworth of the University of Calgary reported that the computer science department there had recreated the game for the FOCAL programming language as an educational tool and was in

2600-511: Was not changed, though plans were made to either also remove the grain allocation choices and add more choices around trade, colonization, and war, or else to instead make the third segment a combination of the first two segments. In 1962, the Board of Cooperative Educational Services (BOCES) of Westchester County, New York , began a series of discussions with researchers at IBM , which was headquartered in Westchester County, about

2652-410: Was started as Cooperative Research Project 2148, with two more grants given beginning in 1966 totaling over US$ 194,000 (equivalent to $ 1,906,000 in 2023), focusing on the first project's progress with the game and to run through 1967. This project created three games: The Sierra Leone Game , The Free Enterprise Game , and an expansion of The Sumerian Game . Addis rewrote and expanded the game in

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2704-505: Was used as a demonstration in the BOCES Research Center in Yorktown Heights, New York and made available by "special arrangement" with BOCES into at least the early 1970s. A description of the game, however, was given to Doug Dyment in 1968, and he recreated a version of the first segment of the game as King of Sumeria . This game was expanded on in 1971 by David H. Ahl as Hamurabi , which in turn led to many early strategy and city-building games . The Sumerian Game has been described as

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