Blizzard: Expect more in-game cinematics in the future

But are we being cheated? After all, the trailer to Cataclysm, in which Deathwing emerges to tear Azeroth asunder, is an epic piece of pre-rendered majesty. Shouldn't Blizzard offer us more pre-rendered video moments instead of what amounts to a well-produced piece of machinima?
On the official Blizzard forums today, in response to a complaint about the extended use of in-game cinematics (like the worgen in-game cinematic above), blue poster Zarhym talked about -- and defended -- Blizzard's approach to cinematics:
With the advent of in-game cinematics, in the case of Starcraft II, we were able to over triple the amount of cinematic storytelling compared to any previous Blizzard release. As mentioned by another poster, these moments, without in-game assets, would have been character portraits plus voice-over. Instead, they were able to be brought to life with a much more vivid realization by using in-game cinematics to help tell the story.
The full text of Zarhym's post is available just after the cut.
It took a bit of time for me to get back to this thread, but I wanted to make sure I conferred with our Cinematics team before making the quantum leap.
We acknowledged as a company the positive reaction of the fans to the game's cinematics very early on, and since then we've always made sure to foster a world-class cinematic division to help bring more epic storytelling to our games.
With the advent of in-game cinematics, in the case of Starcraft II, we were able to over triple the amount of cinematic storytelling compared to any previous Blizzard release. As mentioned by another poster, these moments, without in-game assets, would have been character portraits plus voice-over. Instead, they were able to be brought to life with a much more vivid realization by using in-game cinematics to help tell the story.
During the Cataclysm Cinematics panel at BlizzCon, we discussed how each pre-rendered cinematic can take a year or more, with the involvement of dozens of animators, modelers, concept artists, FX artists, programmers and more working to make the picture's vision a reality.
These pre-rendered movies take time and a lot of planning, but with game development being a very dynamic process, the opportunity may arise for a story that deserves to be told cinematically. Logistically though, there may be only a small window of time to make it happen. That is when in-game assets come into play. The unfortunate alternative would be to pass on the moment altogether.
With that said, we are definitely mindful of the desires of the community for cutting edge content, and are putting a lot of effort into pushing the limits of World of Warcraft in-game cinematics to new horizons. If you've had the opportunity to play the Cataclysm beta, the new goblin cut scene should demonstrate some of our new in-game capabilities in action, and we will continue to strive to create the best in-game cinematic content that World of Warcraft has to offer.
It all comes down to pushing the story forward. The real strength of using in-game cinematics is to harness the opportunities for additional cinematic storytelling that, without the in-game option, may never be told. Our belief here is that we'd all prefer to see more stories, regardless of the medium that is chosen.
We acknowledged as a company the positive reaction of the fans to the game's cinematics very early on, and since then we've always made sure to foster a world-class cinematic division to help bring more epic storytelling to our games.
With the advent of in-game cinematics, in the case of Starcraft II, we were able to over triple the amount of cinematic storytelling compared to any previous Blizzard release. As mentioned by another poster, these moments, without in-game assets, would have been character portraits plus voice-over. Instead, they were able to be brought to life with a much more vivid realization by using in-game cinematics to help tell the story.
During the Cataclysm Cinematics panel at BlizzCon, we discussed how each pre-rendered cinematic can take a year or more, with the involvement of dozens of animators, modelers, concept artists, FX artists, programmers and more working to make the picture's vision a reality.
These pre-rendered movies take time and a lot of planning, but with game development being a very dynamic process, the opportunity may arise for a story that deserves to be told cinematically. Logistically though, there may be only a small window of time to make it happen. That is when in-game assets come into play. The unfortunate alternative would be to pass on the moment altogether.
With that said, we are definitely mindful of the desires of the community for cutting edge content, and are putting a lot of effort into pushing the limits of World of Warcraft in-game cinematics to new horizons. If you've had the opportunity to play the Cataclysm beta, the new goblin cut scene should demonstrate some of our new in-game capabilities in action, and we will continue to strive to create the best in-game cinematic content that World of Warcraft has to offer.
It all comes down to pushing the story forward. The real strength of using in-game cinematics is to harness the opportunities for additional cinematic storytelling that, without the in-game option, may never be told. Our belief here is that we'd all prefer to see more stories, regardless of the medium that is chosen.
Indeed, I personally am a big fan of in-game cinematics and cheer their expanded use in the game. Powerful CGI has its place, but it can often take you out of the game's action. Using in-game assets keeps you much more firmly rooted in the action -- you feel more like a participant than a viewer.
For more about Blizzard's approach to cinematics, take a look at Michael Gray's coverage of the BlizzCon 2010 cinematics panel.
World of Warcraft: Cataclysm will destroy Azeroth as we know it; nothing will be the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion (available Dec. 7, 2010), from brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.





Reader Comments (Page 1 of 5)
MusedMoose Nov 2nd 2010 8:09PM
Excellent. ^_^ I loved the Wrathgate cinematic - that took what otherwise would have been a "bummer" moment and turned it into something awesome. I think more cinematics at major moments is a great thing. As Mr. Van Allen said, WoW is a role-playing game, and if Blizzard can make hard-hitting, important, and just damn cool single-player moments within the scope of an MMO, then more power to them.
Carry on.
Tremelizzer Nov 2nd 2010 11:00PM
Well, my Wrathgate cinematic was an epic "C++ runtime error" that occurred because of some addons. Last time I checked it wasn't fixed (but that's a long time ago, dunno if it's already working).
Ishammel Nov 3rd 2010 5:05AM
You mean last time you checked, your dodgy addons weren't fixed?
Drakkenfyre Nov 2nd 2010 8:11PM
There's a slight difference here. StarCraft 2 used real-time in-game cinematics. Your system is actually rendering the graphics, and they can be dynamic.
So far, the in-game cinematics we have (Wrathgate, ect.) are just recordings of in-game cinematics. In other words, your computer is playing a video file, and it cannot be dynamic.
While both are good, I would love if we also got more real-time in-game cinematics. Think of a video that showed your character wearing the armor and items you have, or a character who can change in multiple ways, and a quest you did changed the way they look.
videobobbo Nov 2nd 2010 8:46PM
In Cataclysm, at least in the beta, these cinematics are fully realtime. The game camera locks and letterboxes the screen, and you can see your character and the action occuring around your toon. They are pretty cool so far, and they sprinkle them throughout the questing so you can get a sense of things you wouldn't otherwise look for in the environment.
MusedMoose Nov 2nd 2010 8:52PM
It wouldn't surprise me if, in the future, this sort of thing was implemented. Maybe they'll even get your character active in the cinematic, actually interacting with people and using your class abilities and so on. That would make it feel less like "pause for major event movie!" and more like part of the ongoing questline itself, which would only add to the awesome. ^_^
MisterRik Nov 2nd 2010 9:48PM
I've always enjoyed the way the opening cinematics you see when your roll a new character actually show you the world *as it is at that moment*. So any other character or mob you see during the cinematic is right there actually doing what what you see, live on camera. They're not just background.
Cure4Living Nov 3rd 2010 1:20AM
But that would go against WoW fundamental design philosophy, lets everyone no matter the low-end-ness of their PC play WoW. True in-game cinematic are nice but are also more resource intensive, it it start becoming a lag-fest than you've just created another issue for players.
Trilynne Nov 3rd 2010 6:52AM
Roll a worgen. You'll get your wish. ;) (not in the spooky transformation video that was released at Blizzcon, but another little piece that takes place afterward)
Ysera Nov 3rd 2010 9:20AM
@Drakkenfyre
Actually, there are two kinds of cinematics in Starcraft 2. Pre-rendered, and real-time in-game cinematics. Examples off of the top of my head:
Pre-rendered:
The introduction of Jim Raynor at the beginning of the game.
The fight between Zeratul and Kerrigan.
Real-time in-game cinematics:
Pretty much the start to every level.
Drakkenfyre Nov 3rd 2010 11:23AM
We were talking about the in-game cinematics in this game, and StarCraft 2.
Of course there are pre-rendered cinematics in StarCraft 2. I wasn't talking about them. I was talking about cinematics that used the in-game engine.
Cure, if your system can run the game, it can run the real-time in-game cinematics. The quality settings affect those, too. so if they run poorly, you can turn the settings down.
Mayhew Nov 3rd 2010 11:57AM
All of the Uldum cinematics that i can think of off the top of my head (and there are well over a dozen, I think) are in-game and rendered in real-time. That zone feels like you're playing an Indiana Jones movie (in a good way).
awall Nov 2nd 2010 8:16PM
I agree completely. The pre-rendered cinematics are incredible, but the ones using in-game resources do a much better job of connecting you with the world as you experience it when playing the game.
chagorreana Nov 2nd 2010 8:16PM
Keep the good job Blizzard!
Rufio Nov 2nd 2010 10:52PM
Yep, keep it!
snowleopard233 Nov 2nd 2010 8:15PM
I solidly support this. As long as they make more than one or two for expansion and make them feel more like a natural experience of the game. Wrath had the Wrath Gate and Arthas's death. The two cinematics, while cool, felt more like icing than an integral part of the experience. Let's see more, a lot more. They're a great incentive to finish quest chains all the way through and help flesh out the story for all the lore nerds out there like myself.
ayalafatalis Nov 2nd 2010 8:33PM
I read the topic title really quick and I thought it said "Expect NO more in-game cinematics in the future". My heart sank for a second and I wondered what the hell peed in Blizz's Cheerios?
But alas, I am wrong!
Ronin Nov 2nd 2010 9:54PM
Alas? I do not think it means what you think it means ;)
ayalafatalis Nov 2nd 2010 11:22PM
Oh noez! I misused a word! I'm a bad person.
Tokkar Nov 3rd 2010 12:39AM
"Oh noez! I misused a word! I'm a bad person."
/facepalm
To quote the immortal Maxwell Smart: "Missed it by that much."