Software:Scripted sequence

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Short description: Series of events rendered in real time in a video game's engine

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In video games, a scripted sequence is a pre-defined series of events that occur when triggered by player location or actions that play out in the game engine.

Function

Some scripted sequences are used to play short cutscenes that the player has little control of. However, they are commonly used in games such as Half-Life or Call of Duty to bring in new enemies or challenges to the player in a seemingly surprising manner while they are still playing. They can also present further plot points without interrupting the player and making them watch a cutscene. The intended results of this style of presentation is to increase immersion and to maintain a smooth-flowing experience that keeps the player's interest.[1][2]

Examples in-game

A quick time event scripted sequence in Resident Evil 4 (2005)

Half-Life is credited with pioneering and popularizing scripted sequences.[1][3] Walking near other characters can trigger scripted sequences such as dialog. These dialog sequences tell the game's story in a different manner and are sometimes there simply for entertainment purposes. To allow for scripting sequences, the game's engine, GoldSrc, was modified to include scripting tools not present in the Quake engine that GoldSrc is forked from.[3]

Gears of War uses scripted sequences between sections of game play to provide objective reminders and tell the game's story without the use of cutscenes. The game triggers a playable scripted sequence once all of the enemies have been cleared in an area, usually these sequences play while the player moves to the next area.

Resident Evil 4 (2005) has many examples of scripted sequences that utilize a quick time event to feature more action-packed game play. As the player navigates the level, they must react to the event to continue.

Criticism

Games such as Call of Duty have been criticized for their reliance on these sequences, as many feel they tend to guide a player through a game by the invisible hand of the developers, blocking progression with invisible walls until the scripted sequence has triggered further progression.[4] The use of scripted sequences may also diminish replay value as the surprise effect is negated upon subsequent playthroughs.[1] Some games were criticized for the overusage of scripting sequences, for instance IGN criticized Medal of Honor (2010), stating that the sequences make the gameplay feel artificial and felt "more like shooting galleries than a convincing battlefield."[5]

See also

References