In Defense of Cutscenes

Authors

  • Rune Klevjer

Keywords:

ergodics, narrative, rhetoric, representation, genre, popular culture

Abstract

The technique of cutscenes, as typically found in story-based action games, is placed within a wider discursive problematic, focusing on the role of pre-written narratives in general. Within a theoretical framework raised by Espen Aarseth, Markku Eskelinen and Marie-Laure Ryan, I discuss the relations between the ergodic and the representational, and between play and narration. I argue that any game event is also a representational event, a part of a typical and familiar symbolic action, in which cutscenes often play a crucial part. Through cutscenes, the ergodic effort acquires typical meanings from the generic worlds of popular culture.

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Published

2002-01-01

Bibtex

@Conference{digra22, title ="In Defense of Cutscenes", year = "2002", author = "Klevjer, Rune", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/22}", booktitle = "Computer Games and Digital Cultures Conference Proceedings"}