Skip to main content

Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3105))

Abstract

The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player’s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Armes, R.: Action and Image: dramatic structure in cinema. Manchester University Press, Manchester (1994)

    Google Scholar 

  2. Bares, W.H., Thainimit, S., McDermott, S.: A model for constraint-based camera planning. In: Smart Graphics. Papers from the 2000 AAAI Spring Symposium, Stanford, March 20-22, pp. 84–91. AAAI Press, Menlo Park (2000)

    Google Scholar 

  3. Boyd Davis, S., Jones, H.: Screen Space: Depiction and the Space of Interactive Media. In: Jorge, J.A., Correia, N.M., Jones, H., Kannegai, M.B. (eds.) Multimedia 2001, pp. 165–176. Springer, Vienna (2002)

    Google Scholar 

  4. Cozic, L.: The Intruder: Expressive Cinematography in Videogames, Working paper, Lansdown Centre for Electronic Arts, Middlesex University (2003)

    Google Scholar 

  5. Davenport, G.: Smarter Tools for Storytelling: Are They Just Around the Corner? IEEE Multimedia 3(1), 10–14 (1996)

    Article  Google Scholar 

  6. Drucker, S.M., Zeltzer, D.: CamDroid: A system for implementing intelligent camera control. In: 1995 Symposium on Interactive 3D Graphics, April 1995, pp. 139–144 (1995)

    Google Scholar 

  7. Halper, N., Helbing, R., Strothotte, T.: Computer games: A camera engine for computer games. Computer Graphics Forum 20 (2001)

    Google Scholar 

  8. Harrington, J.: The Rhetoric of Film. Holt, Rinehart and Winston, New York (1973)

    Google Scholar 

  9. He, L., Cohen, M.F., Salesin, D.H.: The virtual cinematographer: a paradigm for automatic real-time camera control and directing. In: Proceedings of SIGGRAPH 1996, Computer Graphics Proceedings, August 1996. Annual Conference Series, pp. 217–224.

    Google Scholar 

  10. de Loor, P., Favier, P.A., Tisseau, J.: Programming Autonomous Entities with Purposes and Trends for Virtual Storytelling. In: International Conference of Virtual Storytelling, Avignon, September 2001, pp. 40–43 (2001)

    Google Scholar 

  11. Poole, S.: Trigger Happy, Fourth Estate, London (2000)

    Google Scholar 

  12. Reisz, K., Millar, G.: The Technique of Film Editing, 2nd edn. Focal Press (1982)

    Google Scholar 

  13. Thompson, R.: Grammar of the Edit. Focal Press (1998)

    Google Scholar 

  14. Thompson, R.: Grammar of the Shot. Focal Press (1998)

    Google Scholar 

  15. Griffith, D.W.: The Birth of a Nation (1915)

    Google Scholar 

  16. Polanski, R.: Rosemary’s Baby (1968)

    Google Scholar 

  17. Fear Effect 2, Kronos Digital Entertainment (2001)

    Google Scholar 

  18. The Legend of Zelda: Ocarina of Time, Nintendo (1998)

    Google Scholar 

  19. The Legend of Zelda: The Wind Waker, Nintendo (2002)

    Google Scholar 

  20. Monkey Island, LucasArts (1990)

    Google Scholar 

  21. Resident Evil, Capcom (1996)

    Google Scholar 

  22. Resident Evil 2, Capcom (1997)

    Google Scholar 

  23. Super Mario 64, Nintendo (1996)

    Google Scholar 

  24. Super Mario Sunshine, Nintendo (2002)

    Google Scholar 

  25. Tomb Raider, Core Design Ltd. (1996)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2004 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Cozic, L., Davis, S.B., Jones, H. (2004). Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film. In: Göbel, S., et al. Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2004. Lecture Notes in Computer Science, vol 3105. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27797-2_30

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-27797-2_30

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22283-5

  • Online ISBN: 978-3-540-27797-2

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics