Scripted sequence

As a script sequence scripted sequence or scripted event (English for " staged event " ) is called in computer games at certain points of the game process triggered events. They usually serve a narrative purpose, that is the mediation of action during the game. In contrast to passively perceived, film-like cutscene, the player retains full control of his character, giving the impression of immersion is maintained during a scripted sequence.

Technical implementation

To include a script sequence, the game designers placed within a level one trigger ( trigger), which is activated once when the steered by the player character passes through it. The trigger is connected to a script that runs a series of coordinated animations, sound effects, voice samples or special effects in the environment. As the game progresses the trigger for the player is invisible, so that it enabled events occur seemingly at random. In this way, for example, characters ( NPCs) can be shown that run a exchange of words and then move away. The player, meanwhile, has the impression of being an accidental witness to this incident.

Development

Long time -oriented, the fledgling medium of the computer game in terms of the narrative component close to the established medium of film. So were ( and still are today often ) important scenes of the play action in the form of movie scenes shown, either as full-motion video ( FMV ) or in the form of a cutscene (german cut scene) in the game graphics. A highlight of this development was the computer game genre of interactive film ( Interactive movie) in the 1980s and early 1990s, in which the player could be influenced by inputs at certain points the progress of the film plot. The weakness of this approach lay in the fact that the fundamental for computer games has been largely limited interactivity and the player was limited to the passive state of a spectator for much of the time. In contrast to the intermediate sequence of the FMV and script sequence does not lead to an interruption of the player with the game world of the interaction.

As a precursor of script sequences is triggered by the player traps and similar events can be viewed. So herabsinkende ceiling or hidden doors, for example, in Doom (1993 ) at certain points are activated, which will open at attacking monster on the player let go. Although these simple script events directly aimed at the game ( the player must react immediately to avoid being crushed by the sagging ceiling or killed by the attacking monsters ), they already contain a narrative component.

An influential milestone for the narrative use of scripting sequences of FPS Half-Life was (1998). Here narrative script sequences are integrated into the game in many ways, whereas is consistently avoids cinematic cutscenes.

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