What is it about canned scenes that make them so fascinating to me? What is a canned scene anyways? Well, I would describe it as: a non interactive 3D or 2.5D composition of objects inaccessible to the player or camera and usually only seen from a limited perspective.
When I think about some of the canned scenes I've come across over the years, I always felt that they really added a lot to the life of the world by giving the area some, or a lot, of story and background. A cave behind a window in Doom, or a building in the distance in Stalker, or even a room full of gore behind a barricaded door in FEAR, all of these make you wonder just what happened, or what's really there. Of course it's easy to get there with cheat codes, but when you get there, the experience is lost; the carefully crafted illusion fall apart.
Is there some driving force that makes us want to get to, or into, a place that we're not suppose to be? Maybe its our need to solve a mystery or explore the unknown that's created in these small instances, and also an easy way to give life to the world at the same time.
Saturday, August 15, 2009
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