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Thesis Paper: Part One | CTIN 490: Directed Research No Jump Cuts Thesis Paper: Part One This is a review of the first half of my research on cuts and transitions in videogames. Raghav Bashyal Raghav Bashyal | 1 Thesis Paper: Part One | CTIN 490: Directed Research Introduction Prototypes Round One: Third Person Experiments The Extreme Wide Angle Prompt/goal Hypothesis Results and Conclusions a•part•ment Prototype One: The Cross Dissolve Description Prompt/goal Hypothesis Results and Conclusions Round Two: Cinematic Experiments a•part•ment Prototype Two: The Close-up Montage Description Prompt/goal Hypothesis Results and Conclusions The Wipe Description Prompt/goal Hypothesis Results and Conclusions Round Three: Minigame Experiments The Match Cut Montage Description Prompt/goal Hypothesis Results and Conclusions a•part•ment Prototype Three: The Motion Montage Description Prompt/goal Hypothesis Results and Conclusions Conclusions Raghav Bashyal | 2 Thesis Paper: Part One | CTIN 490: Directed Research Introduction No Jump Cuts came out of my desire to experiment with cuts in videogames, to make lots of prototypes, and to do an undergraduate thesis. I was inspired by Blendo Games' Thirty Flights of Loving, which cuts from one gameplay sequence to another using established techniques from film. These techniques include matching the shapes/composition present in consecutive shots and using sound effects. Thirty Flights also used new, videogame-specific techniques like maintaining the player's direction of movement from one shot to another. The goal of my thesis is to research similar transition techniques for videogames, and to evaluate their effectiveness through prototyping and playtesting. Example of a cut from Thirty Flights of Loving. Note that the player is moving in the same direction before and after the cut, and the character on the right side of the screen remains in the same place. My work for this semester was split into three rounds of experimentation, during which I created several prototypes testing different techniques. For each prototype, I spent some time researching techniques until I found a goal for prompt or research question. I then rapidly produced the prototype, then tested them informally, iterating on some more than others. Some of the prototypes were developed further for a•part•ment, my friend Robyn Gray’s thesis project about relationships within an apartment complex. The game is a collection of vignettes about the experiences of different characters at various stages in their relationships. My collaboration with Robyn gave me access to content for No Jump Cuts, and game me the opportunity to create playable sequences out of successful experiments. Below, I present six prototypes created over three rounds of experimentation. I describe the gameplay, goal, hypothesis, and preliminary conclusions based on informal playtest results. Raghav Bashyal | 3 Thesis Paper: Part One | CTIN 490: Directed Research Prototypes Round One: Third Person Experiments The Extreme Wide Angle The game cuts to an extreme wide angle when the player gets close to their goal. Description Gameplay: Third person character; WASD, no mouse Gameplay goal: Get to the bridge at the end of the level In this simple prototype, the player is placed in a relatively empty level with one perceivable goal: a bridge. When the player gets close, the game cuts to a view of the player from a much higher angle. Prompt/goal In this prototype, I was testing camera angle cuts (like those that happen in old-school adventure games like Grim Fandango). Variations allowed the camera to move, instead of remaining at a fixed angle. I was experimenting with the following techniques: cutting to a different angle on the same action; trying to maintain the screen position of whatever the player might be paying attention to before and after the cut. Hypothesis My hypothesis was the following: when the cut occurs, the player will ALWAYS LOSE CONTROL of the character and NEVER REGAIN IT. This hypothesis could be evaluated by testing for the following: Does the player pause to reorient when the cut occurs? For how long? Does the player fiddle with the controls, or express other signs of having lost controls? Raghav Bashyal | 4 Thesis Paper: Part One | CTIN 490: Directed Research Results and Conclusions Informal testing shows that players pause for one or two seconds after the cut has occurred to evaluate what has happened. It is not clear if they are reorienting, or simply considering the cut. Future iterations of this experiment could try cutting when the player reaches the edge of the frame. For example, when the player steps out of the edge of the screen, the game could switch to a different shot (from a wide shot to an extreme wide shot), where the player’s movement and direction is maintained after the cut. a•part•ment Prototype One: The Cross Dissolve The game cross-dissolves to a different scene when the player gets close to their goal. Description Gameplay: Third person character; WASD, no mouse Gameplay goal: Get to the refrigerator Raghav Bashyal | 5 Thesis Paper: Part One | CTIN 490: Directed Research In this prototype, the player plays as a third person character placed in a dark room with one goal - a fridge. When the player gets close, the scene cross dissolves to a snowscape. Prompt/goal In this experiment, my goal was to see if the player would be able to continue moving through the transitions, and what kind of emotional reaction they might have to it. I was also curious to hear what kinds of narrative interpretations they might have had about the transition from the fridge scene to the snowscape. The techniques I am using are the following: - cross dissolves instead of straight cuts; the player has control during the cross dissolve - change of location in third person Hypothesis My hypothesis was the following: when the second scene is revealed to the player, the player will ALWAYS BE CONFUSED as to where they are and ALWAYS LOSE CONTROL of the character. This hypothesis could be evaluated by testing for the following: Does the player express, while speaking aloud, that they are in a new space related to the refrigerator? What kinds of interpretations do they voice? How long does the player spend to reorient/recover from the cut before they start looking for their next goal? Results and Conclusions Informal testing shows that the player maintains control of the character. Most people also immediately draw connections between the refrigerator and the snowscape, and accept the transition as a surreal occurrence or a dream. Future iterations of this prototype could swap the first scene with another - one that has a more specific sense of place, and is less abstract and devoid of detail - so that both scenes are fully fleshed out scenes. Raghav Bashyal | 6 Thesis Paper: Part One | CTIN 490: Directed Research Round Two: Cinematic Experiments a•part•ment Prototype Two: The Close-up Montage Examples of shots the player encounters as they click through the prototype. Description Gameplay: First person fixed perspective (point-and-click); Mouse and mouse button Gameplay goal: Click to progress In this prototype, the player plays is presented with objects belonging to a character, while a conversation between the character and other people is displayed alongside the objects. The conversation appears as the player clicks on objects; the game changes to shots of different objects as the player clicks through the scene. Prompt/goal In this prototype, I was trying to emulate the close-up montages that are used to describe a character in film. For example, a shot of a sparse wardrobe, a messy desk, a half-eaten breakfast, and a wide-angle reveal of a small apartment might suggest the empty home of a single, busy, struggling young professional. I was trying to guide the player through several shots to evoke a kind of interactive montage sequence. The techniques I am using are the following: - cutting on action; for example, when the player presses a drawer, it slides out; as it does, the game cuts to a close-up of the stuff inside it - changing the shot size from close-up to medium wide to wide - a variation involved using straight cuts instead of cross dissolves - a variation involved using moving cameras instead of static cameras Hypothesis My hypothesis was the following: when the player switches from one shot to another they will ALWAYS BE CONFUSED as to where to look. This hypothesis could be evaluated by testing for the following: Does the player flinch or express that they were jarred by the cut? How long does the player take before they recover and search for the next goal? Raghav Bashyal | 7 Thesis Paper: Part One | CTIN 490: Directed Research Results and Conclusions Informal testing shows that the success of cuts is largely dependent on the composition of shots. This experiment relies heavily on cinematic techniques, some of which can be useful in a point-and-click experience; however, I found it difficult to incorporate interactive elements and meaningful gameplay into this prototype. Future work could elaborate on the gameplay, and implement precise composition for each shot to reducing the jarring effect of some of the cuts. The Wipe When the player crosses the road, a tank occludes the camera. When it leaves, the player finds the character in a different scene. Description Gameplay: Third person character Gameplay goal: Get to the other side of the road In this prototype, the player plays as a third person character who is positioned on one side of a desert road. The only way to go is forward. Army trucks periodically drive down the road. The play needs to get on the other side of the road without getting hit. As the player runs across the road, a truck passes in front of the camera. When it passes by, the players finds the character in a completely different setting. Raghav Bashyal | 8 Thesis Paper: Part One | CTIN 490: Directed Research Prompt/goal In this prototype, I was trying to achieve something like a screen wipe with a moving object. In film, this could occur, for example, when a vehicle passes in front of the camera; as it passes, it reveals a completely different scene. I was also trying to maintain the player’s direction of motion. Hypothesis My hypothesis was the following: when the second scene is revealed to the player, the player will NEVER REALIZE they are in a new setting and will ALWAYS LOSE CONTROL of the character. This hypothesis could be evaluated by testing for the following: How long does it take for the player to realize they’re in a new place? Does the player stop, start moving the character erratically, or otherwise express that they have lost control of the character? Results and Conclusions Informal testing shows that, when effectively executed, the player maintains control of the character. Some players took a couple of seconds to realize they were in a new place; this was likely due to the lack of detail in the scene that was revealed, so that the player was not able to easily distinguish the first scene from the second. To complete this experiment, the prototype needs to be revised so that the transition is timed perfectly at the moment when the truck is in front of the camera, and the second scene needs to be modified to look different enough from the first scene. The hypothesis then needs to be tested formally. Raghav Bashyal | 9 Thesis Paper: Part One | CTIN 490: Directed Research Round Three: Minigame Experiments The Match Cut Montage The player controls the objects in the foreground. When they click, the object performs an action. When they perform the right action, the game sharply cuts to the next scene. Description Gameplay: A series of scenes (minigames) seen from a locked 3D perspective; Interact with mouse and mouse button Gameplay goal: Click through to the next scene In this prototype, the player moves a 3D object in the scene on a 2D place, like a mouse cursor. There are three scenes in this prototype; each scene has a different object - a TV remote, a fork, and a syringe. Pressing down on the mouse button causes the object to move forward and perform an action; pressing up moves it back. When the action for a scene/minigame is performed, the game cuts to the next one. The screen position, relative shape, and angle of the object are maintained from scene to scene. Raghav Bashyal | 10 Thesis Paper: Part One | CTIN 490: Directed Research Prompt/goal In this prototype, I was trying to create a series of minigames - like the WarioWare series or Dys4ia - and cut between them. The techniques I am using are the following: - the match cut; in film, for example, this would be a shot of a bone flying in the air, followed by a shot of a satellite with roughly the same shape, screen size, and position (this is a famous example from 2001: A Space Odyssey). I was trying to maintain the position and shape of the object they control between shots. Other techniques I am using: - an audio effect to make the transition feel impactful (the content in the prototype is rather serious). - the game cuts on player action, meaning, in this case, that the transition occurs immediately when the player clicks and performs an action in the game. Hypothesis My hypothesis was the following: when the player clicks and transitions to the next scene, they will NEVER BE STRUCK by the transition and ALWAYS LOSE CONTROL over the object. This hypothesis could be evaluated by testing for the following: Does the player express an emotional reaction to the transition? Does the player start moving the mouse erratically, or otherwise express that they have lost control of the game? Results and Conclusions This prototype needs to be tested further, both formally and informally, before conclusions can be made. I did find, however, that the audio effect and cuts on player action made for a powerful emotional combination on playtesters. Raghav Bashyal | 11 Thesis Paper: Part One | CTIN 490: Directed Research a•part•ment Prototype Three: The Motion Montage As the player reaches the end of the first scene, the game cuts to the next one. Because they are pressing W to move the car forward, they will be moving forward when they arrive in the next scene, which is in first person. Description Gameplay: A series of scenes (minigames) seen from alternating first person and third person perspective. Move with WASD, look with Mouse. Gameplay goal: Read text; Move through to the next scene. In this prototype, the player plays in first person and third person. In first person, they are in a landscape in which they are able to walk around and read floating text. In third person, they are placed in control of a car, seen from the back, which they can move through a road as text appears and passes them by. There are five scenes; they alternate from third person, to first first person, to first, to third, then back to first. Prompt/goal In this prototype, I was experimenting with switching from a third person scene to first person, from a first person scene to another first person scene, and from a third person scene to another third person scene. The techniques I am using are the following: - cutting on player motion, where the player is actively moving (in the same perceived direction) before the cut and after the cut - foreshadow a cut using spatial visual clues (eg. placing a church in one scene, then the same church in the next scene, so that the player connects the two scenes as being in the same relative location) - foreshadow a cut using recurring motifs (in this case, a black silhouette appears near the end of each first person scene; when the player approaches it, the game takes them to the next scene) - cutting right before the player reaches a goal (eg. a black silhouette appears; the player decides to walk towards it; just as they get close, the game cuts to a different scene) Raghav Bashyal | 12 Thesis Paper: Part One | CTIN 490: Directed Research - cutting when an object occludes the camera (eg. as the player drives through the highway, they travel under a sign; when the camera passes through it, and the sign fills the frame, the game cuts to a different scene) - music in the background to provide a continuous soundtrack from cut to cut Hypothesis My hypotheses were the following: When the player goes from one scene to the next, they will ALWAYS BE CONFUSED about what happened and ALWAYS LOSE CONTROL of their character. This hypothesis could be evaluated by testing for the following: How many seconds does the player take to control the character in a new scene? Do they realize they can use a mouse in the first person scenes? When the player goes from one scene to the next, they will NEVER CONNECT THE TWO as being in the same relative spatial location. What does the player say when asked: “Where are you heading?” “Where are you in this scene?” or “What happened in this game?” Results and Conclusions This prototype needs to be tested further, both formally and informally, before conclusions can be made. Informal testing shows that players grasp the controls pretty easily; they are able to control all scenes with relative ease (first hypothesis). However, none of the players seem to have connected one scene to the next (second hypothesis). This is likely due to the lack of obvious signifiers (eg. the church was not very present in either scene), and due to the difference in visual appearance between scenes. Raghav Bashyal | 13 Thesis Paper: Part One | CTIN 490: Directed Research Conclusions At this stage of my research - without formally collected data - I can not draw definitive conclusions about the techniques I have experimented with. I can however, draw a couple of informal conclusions: 1. Maintaining the player’s direction of motion from one scene to another is an effective technique, even if there are no supporting elements (such as matching shape/composition or a sound effect). I noticed this when I watched people play a•part•ment Prototype Three: The Motion Montage, which includes several motion-based cuts that do not have supporting compositional elements. I was surprised to find that players did not get confused after these cuts. 2. Cutting right before the player reaches a goal is another effective technique. I employed this in several prototypes, including a•part•ment Prototype Three: The Motion Montage. In the first-person scenes, players usually find the goal easily, and head towards it; the game cuts right as they get close, and players seem to accept it without negative reactions. I would like to investigate this phenomenon further. As I prepare for the next semester of research, I will be keeping these techniques in mind when I find the need to fall back on reliable solutions. This is likely to happen, as I have discovered this semester - some of my experiments were frustrating because the techniques I was using were very ineffective. For example, in a•part•ment Prototype Two: The Close-up Montage, I found that using static shots made cuts extremely prominent. Shots often took a while to register with players because, I think, they were all too similar. The lack of action and movement occurring in these scenes gave me very little opportunities to make a cut; frankly, they also made the prototype rather dull. This experiment was my most challenging exercise, and I hope to give it a second try next semester. This paper has been a retrospective of my process and informal conclusions of a semester of research. Future work on the project will include the creation of new prototypes, the development of at least two longer experiences, and formal playtesting of all existing work. Raghav Bashyal | 14