Why I hate “Cinematic”

“Cinematic” still seems to be a kind of buzz-word for videogames these days. Often scenes that are extra emotional or involving are called “cinematic”. I do not really like this word and its usage expose many of the problems videogames have today. I guess some explanation is required.

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Why Trial and Error will Doom Games

A sort unspoken rule in game design is that players should be able to lose. Just about every game has some kind of fundamental mechanic that is possible to fail. Whenever this happens, the player needs to try again and repeat the process until successful. This is thought to add drama, tension and also make the player’s actions count. It seems to be believed that without it games would not be games and instead some kind of boring linear entertainment. I think this position is wrong, extremely hurtful and if not fixed, will become the downfall of the medium. In this post I will explain why.

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Storytelling through fragments and situations

Stories are something that is very important to us humans and also a crucial part of many video games. In some games the player is the author of the story, for example in Civilization where you are given some basic start resources and are then free to decide how your story will play out. In other games the designer has the most control of the story and the game mechanics do their best to guide the payer through the narrative (which may dynamic or linear).

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