Soundtrack Central The best classic game music and more

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vert1 Jun 9, 2010 (edited Mar 19, 2012)

I need to read all of this, but since everyone here seems to have a preference of jrpgs I thought this would certainly interest you all.

A Brief History Of Cutscenes

I am planning to beat Alex in defining what a cutscene is. He says he never plans on saying anything profound on his website, so he will save that for his books. So I won't be using advanced concepts that no one (including myself; excluding Alex) will understand properly (i.e. simulacra).

To do that I have to continue developing correct thoughts on the answer to this thread:

http://forum.insomnia.ac/viewtopic.php?t=2617

Here is something to help us answer the thread's question:

By calling a mountain "a mountain", I create it's birth and death. I take what is eternal, and give it a lifespan. A distinction strikes like a sword through the infinite, splitting it into "is" and "is not", exploding oneness into duality, fragmenting something complete.

For something to "exist" at all, it needs to be defined by a flexible distinction. Something that is constantly in flux, such as the earth's crust, is unable to retain the credibility of any absolute distinction thrust upon it, for before it can adopt any definition, it has changed and the distinction no longer applies. When a distinction with some degree of flexibility, such as "mountain", is applied to something in flux, there inevitably appears a circumstance when the distinction is yet to apply, a circumstance when the distinction is supposed to apply, and a circumstance when the distinction no longer applies.

There being no absolute point at which the mountain comes into being, the observer, or the creator of the distinction, is required for the mountain to exist - to determine it's existence by determining the flexibility of the distinction. To see a mountain and believe that the mountain exists at all outside the mind's distinctions, is to forget the role of the observer in the mountain's being or not existing, but rather being in a state before the limits of the definition were imposed, they
being what determines it as existing or not. Existing and not existing are concepts that only arise once a distinction has broken completeness into duality.

To believe the mountain is real, a thing, separate from the universe and everything in it, is to be deluded by distinction. In truth, when we see a mountain, we see the infinite - we see everything.

So is our true nature infinite. The consciousness is the mountain, only existing due to it's having been defined, having been seen as a thing. Seeing the mountain is to imagine a boundary within the infinite, separating what is the mountain and what is not the mountain, binding the mountain with, and making it's existence subject to, it's observer. The same is true of our 'self' and 'not the self', imagining a boundary separating 'mountain' and 'not mountain' is imagined, so to believe the self exists is to forget that the object (that which exists according to the boundary) and observer (that which determines the boundary) are one.

Also from the article linked at top:

Well, I try to explain to them, you see watching cutscenes is also a form of doing, though an extremely docile, extremely tame form, to be sure. But it's still technically a doing, since watching -- the act, that is to say, of observation -- still consumes energy. It is simply not possible for a human being to not be continuously "doing" something -- even sleeping is a form of doing, and in fact an extremely productive one (in terms of healing of the organism, both physiologically through muscle reparation, etc., and mentally through dreams). To put it in scientific terms, a human being can be seen as an open, dissipative thermodynamic system (by this point I've lost more than 90% of the audience, which is why I am considering moving up to the beginning this part of my little lecture routine), meaning that it is simply incapable of being inactive. The word "inaction" is in fact strictly speaking meaningless, being merely a shorthand way of saying "acting less vigorously than usual", or "acting to such a small degree that it seems from a distance as if one is not acting at all", etc. etc. It is the same kind of thing with many other fundamentally nonsensical concepts -- with, that is to say, non-concepts -- such as for example "peace", "truth", "justice", "equality", "altruism", etc. etc. -- words which are never to be taken literally since they do not correspond to anything in the real world, but which we still use as an abbreviated form of expression, in order to put in a few words longer and more complicated phrases which do, in fact, make sense.

Have you heard of something called the "Heisenberg's Uncertainty Principle"? Look it up. So yeah, the cutscene IS being affected by your watching it -- even though the effect may be extremely minor and practically undetectable without expensive laboratory equipment -- but also, and just as importantly, you are also affected by the cutscene (just like with videogames then!)

From what I will further develop: the point is that even a still image can have a profound effect on the viewer's response (they are still doing something, there are still mechanics at work), and therefore that image (aesthetic) ultimately becomes a mechanical response to the eye--they become one: viewer and the viewed. For sound the example of extreme would be that sound wave vibrations not picked up by an ear on earth are lost and ultimately non-existent; nothing captures it.

Furthermore [on the eye]:

Katherine Joyce wrote:

When you look at anything close to you--this book, for example--the muscles around your eyes pull into a spherical shape to get the words and pictures in focus.
      But because the lens of your eye isn't perfectly round, some parts of what you're looking at will be in focus and others will look blurry.
      Normally, these differences in the clarity of your vision are on the edge of the object you're looking at, so you can still read the words and recognize the pictures. But in an illusion such as this one, where all the lines come from different angles and meet at the center, it is impossible for you to focus clearly on all of it at once.
     Now, your eyes are always making tiny movements that you cannot prevent, no matter how hard you try. So the clear parts of the design and the blurry parts are constantly changing. This is called "optical distortion" and it's what makes the picture seem to move, shimmering, swirl or pulse!

From the book: Astounding Optical Illusions

Even little pixels can change the rating of a game. Even the color of a pixel has a significant impact on the viewer and ratings board. An example would be using black pixels in place of red pixels to change the rating for a game like Megaman Zero or No More Heroes. A notable example in the history of video games was SNES Mortal Kombat where your punches and kicks caused your opponent to "perspire"--you were no longer knocking gallons of blood out of your foe. haha. Think of Raphael and Michelangelo who were masters of their craft. They were in tune with every inch of their work; the minutest details had great importance. They were the ultimate manipulators of the image. To alter an object or even create a tiny white space calls attention and sends different stimuli to your eye. And like I have said, some reactions are uncontrollable to the person (reflexes) and can be manipulated by designers. For games this means that presentation can be manipulated in a way to make a player play a game a certain way and to create a stylish presentation on the screen.

edit- A picture that demonstrates slight changes resulting in "greater" beauty:

http://yfrog.com/jq081106122409j

Amazingu Jun 10, 2010

Out of sheer boredom I managed to struggle through all of it, and it is a piece of poorly-written tripe, that doesn't even have anything to do with JRPGs in the least.

On the up-side, there's a very amusing article in the Commentary section about Games as Art:

http://insomnia.ac/commentary/is_games_art/

It made me laugh (intentionally, contrary to the previous article) and that is good.

TerraEpon Jun 10, 2010

Granted the whole piece was written sarcastically, but seriously, the guy could at least acknowledge the 'cut' part of the term 'cut scene'.

vert1 Jun 10, 2010 (edited Jun 10, 2010)

Other commentary before the next cutscene article:

"And note that when I talk about story in an action movie -- I mean also the action scenes themselves. A string of explosions and stunts is just a string of explosions and stunts -- it's nothing to get excited about -- it's how you put them together, and in what context, that differentiates films like Blade Runner, The Terminator, Highlander, etc. from the third rate stuff. You can't divorce the plot from the "action" -- even in pure action movies. The plot is as important in those movies as in straight drama -- the only difference is that the flavor of the plot is different. Not less or more important: just different." 1

"I guess, but all QTEs are enclosed within cutscenes by definition. By the definition of cutscene -- which no one else other than me has, and which I am going to explain in a future article.

So "cutscene QTEs" is a pleonasm -- i.e. superfluous. So don't use it" 2

"Also, you can write "cutscene" or "cut-scene" but not "cut scene". "Cut scene" means to cut a scene, whereas the other two spellings are used to designate a specific object -- the cutscene." 2



1Devil May Cry motherfucking 4
2Bayonetta

vert1 Mar 16, 2012 (edited Mar 16, 2012)

After looking at SSBM Mewtwo hitboxes and frame data I've come to the conclusion that a cutscene=a frame displayed on a screen. Am I right, icycalm?

If fighting games have cutscenes it must be the frames of a fighting move that you watch after making an input. These are like little movies. However, just standing there can be considered a cutscene as well. A simple one screen with text or without text also is a cutscene. Everything that is done in a game (including "inaction") is a predetermined cutscene (image/animation); it is total exactness by the machine. So, whatever is displayed on the screen at any time when you power the game on is a cutscene.

vert1 Mar 19, 2012 (edited Mar 19, 2012)

Waking up I am thinking that I have left out something crucial: the viewer. A cutscene would then have to be a frame displayed on a screen as perceived by the viewer.

After watching 60 Minutes about people with face blindness (prosopagnosia) it reiterated the fact that what we perceive can vary wildly (this disease affects an estimated 1 out of 50 people) person by person.

vert1 Aug 7, 2012

Another mere aesthetic change that had a big effect on players was paintball mode in GoldenEye. Think about how different the tone of the game would be if shooting blue, yellow, red, and green dots into walls and enemies was the default option.

Ramza Aug 7, 2012

vert1 wrote:

Waking up I am thinking that I have left out something crucial: the viewer. A cutscene would then have to be a frame displayed on a screen as perceived by the viewer.

After watching 60 Minutes about people with face blindness (prosopagnosia) it reiterated the fact that what we perceive can vary wildly (this disease affects an estimated 1 out of 50 people) person by person.

I pray you've played 999. ^_^

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