Pace (narrative) in the context of "Cutscenes"


Pace (narrative) in the context of "Cutscenes"

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⭐ Core Definition: Pace (narrative)

In literature, pace or pacing is the speed at which a story is told—not necessarily the speed at which the story takes place. It is an essential element of storytelling that plays a significant role in maintaining reader interest, building tension, and conveying the desired emotional impact. The number of words needed to write about a certain event does not depend upon how much time the event takes to happen; it depends upon how important that moment is to the story. The pace is determined by the length of the scenes, how fast the action moves, and how quickly the reader is provided with information. A well-paced story effectively balances moments of high intensity and slower-paced sections to create a dynamic reading experience. It is also sometimes dictated by the genre of the story: comedies move faster than dramas; action adventures move faster than suspense. A dragging pace is characteristic of many novels turned down by publishers, and of some that find their way into print but not into the hearts and recommendations of readers. Manuscripts that move too slowly usually discourage readers from reading on. Through various editing techniques, such as cutting unnecessary details, rearranging scenes, or suggesting additions, editors assist in maintaining an engaging pace that keeps readers captivated. Yanna Popova and Elena Cuffari elaborate that as editors they, "explore the participatory structure of a narrative through its temporal unfolding and the specific, non-linear nature of the temporal dynamics of interacting with a storytelling agency". Popova and Cuffari make clear that the way an author unfolds a story through structuring that narrative's tale is essential to the way the audience will interpret it.

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👉 Pace (narrative) in the context of Cutscenes

A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events.

Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as "full-motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio.

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