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How Drama and Fake Ads Convert To Real Profits

Deconstructor of Fun

Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes. After release I was responsible for analyzing churn and sharing the results with the team: the cutscenes were driving users out of the game. The team poured their hearts into the work.

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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

“We also took it a step further, every cutscene in Parallel Experiment is presented as a beautifully illustrated comic book page, with nearly 100 pages created to tell the story.” We actively connect with our audience on Instagram, Twitter, Facebook and TikTok, sharing updates, behind-the-scenes content and fun interactions.”

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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

However, these storytelling elements go far beyond the main narrative, with cutscenes and dialogue seamlessly integrated throughout the experience to build a truly immersive world. Diablo Immortal also builds on its narrative by periodically adding expansions, which add additional playable areas introduced through new story content.

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So how much $ (in general) does it cost to produce a fully animated/rigged, fully voiced 1-3 minute cutscene in a game that’s in ongoing development (something like SWTOR, where they have a lot of prebuilt assets)? Like just a general low range and high range? I’m seeing a lot of people complaining about prioritizing content they want, and don’t know enough about the behind the scenes costs to properly communicate they’re being unrealistic with their complaints.

Ask a Game Dev

The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. that might need to be created for certain specific cutscenes. that might need to be created for certain specific cutscenes. that might need to be created for certain specific cutscenes.

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The joys of the anti-farm sim: "Before the Green Moon" by turnfollow

Radiator Blog

Unlike Stardew Valley, there's no visible relationship meter or tutorial here -- only soft hints that a certain NPC might want to see the fish you catch, or that another is interested in unique plants, or a random cutscene where a character gets excited about electronics. I had to 100% all the content in this game!

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

It means a huge chunk of bespoke content won't be played much. You need to look for ways to stretch the content inexpensively. Playing with terrain is a relatively inexpensive way to stretch content, since you have to make terrain anyway. I would make four cutscenes showing key points in this war. To be fair.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Wider, spread out, less dense.