ABSTRACT

In this chapter we will explore the orchestration of transitions along the dra-matic curve in games that prominently feature cutscenes to propel the story. Cutscenes are predened, noninteractive events that use cinematic storytelling techniques to set the stage for subsequent gameplay (see Chapter 5, Cutscene Prompts section) and introduce dramatic subtext, which is usually too subtle to convey during gameplay (refer to Chapter 7, the Overt Drama versus Subtext section). The cinematic quality of cutscenes means that they offer designers an easy way to string together interactive segments of gameplay using familiar lmic techniques. For our purposes, transitions with cutscenes are an excellent starting point for the adaption of the techniques introduced with The Lord of the Rings: The Two Towers transition in Section II.