October 5th, 2008 - 2:21 pm

The “eye” or  “camera” in video games (essentially the player’s viewpoint) has always been designed pragmatically to allow the player to play the game. Rarely has there been any consideration of what the viewpoint is telling the player about the experience, other than purely game-related facts. If I could make an analogy to film, the camera in video games today is  used like it was by filmmakers at the dawn of the 20th century. They say, “here is the scene!”, and really nothing else. Similarly, in games the camera says “here is the game!”, and really nothing else. It wasn’t until the 1950s that different camera angles and the introduction of the jump cut started to be used to tell the story rather than just present the scene.

Corvus has a series of posts on the topic over at Man Bytes Blog. He believes that “by limiting our video games to this presentation, we’re limiting our ability to use the camera as an effective storytelling tool”.

Absolutely. We’ve seen attempts at adding interesting camera angles and even dynamic cut-scenes to games, and where these didn’t destroy gameplay by making the game impossible to play, they certainly did make the presentation of the game more lively, but ultimately their goal is still to show you the game. The only exception is probably the “establishing shots” that some games offer you when entering a new level or being faced with a new foe or puzzle. I believe looking to film for inspiration is a good starting point, like early film looked to theatre. However, it’s important to realize that the presentation of story in a game happens differently. Cut-scenes, dynamic or otherwise, can certainly take advantage of film theory to better tell what they hope to tell, but these aren’t intrinsic parts of a game.

If we want to consider how to revolutionize the use of camera in video games, we must consider them from a systems point of view. How do they function within the game’s system of play, what game mechanics govern their behaviour? By considering cameras as a functional unit, with rules and behaviours that, if coherently designed, can impart mood, atmosphere, character, emotion—that is to say: plot—then, it might be possible to discover our very own version of the  “jump cut”, something that revolutionizes the way cameras tell stories in games.

Spake gian mancuso, tagged as: epideictic




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