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Most games do not call for the flashy or stylistic trailer editing you see in a typical Hollywood movie trailer. MORE editing does not mean BETTER editing and LESS editing does not mean WORSE editing. Of course, there is a fine line between flashy and simple editing. The reverse also applies.
Once upon a time, back when all cutscenes were pre-rendered FMV, it was tremendously expensive to make changes because making any small change required re-rendering the entire video which was enormously expensive. The cost of making changes entirely depends on how expensive the individual changes are to make.
The side quests and smaller interactions in the game are good, those cutscenes are great. The worst stuff is when they have to write the 18th Epic Trailer Edit version of One Winged Angel. This explains the otherwise confusing use of the title “Remake” for a game that… isn’t(?) actually a remake?
This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective.
Game developers can switch from 2D to 3D, from real-time play to cutscene, and from the traditional first-person shooter view to a camera that follows the action up close and personal. This is great for replacements and cutscenes, especially those that have variable scenarios. You can even change the edit and color grading.
Most Dikus could, with minor text editing, share their zone files, because they almost all played exactly the same! Breadcrumbs, dialogue trees, cutscenes, progression paths. On the flip side, adding data was really easy. It’s stuff that single-player game designers know how to do. Expensive, but at heart predictable for the developer.
Some games do all their cutscene scripting and even enemy AI in Yarn Spinner, because really, it's just a simple scripting language that does whatever you tell it to do. // custom markup example: "[g]" hooks into Unity C# to make certain text glow and jiggle in-game Alice: I dance like I am [g]possessed by a ghost[/g].
When you imagine doing this job, is it mostly about crafting amazing cutscenes? Brainstorming, writing, editing, and workshopping text! What is Narrative Design? Beautiful shots of heartfelt dialogue, with characters saying a great deal by speaking a few carefully chosen words? If so, you probably want to be a game writer.
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