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In Defense of Cutscenes

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Authors: Klevjer Rune
Source: Computer Games and Digital Cultures Conference Proceedings
Tampere: Tampere University Press, June, 2002
Pages: 12
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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.

Keywords: Ergodics, narrative, rhetoric, representation, genre, popular culture.