URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       Wonky College
  HTML https://adventuregames.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Art Theory
       *****************************************************
       #Post#: 24--------------------------------------------------
       Establishing the Scene
   DIR By: Pam
       Date: May 21, 2021, 6:09 am
       ---------------------------------------------------------
       An important element of the graphic adventure game is to make
       sure that scenery is practical and playable. It has to serve a
       purpose: it's the backdrop on which the action happens, it's the
       board on which the pieces are placed by the designer, and this
       means that things have to be clear, visible and laid out neatly.
       A lot of the time this can limit an artist in what angles they
       can use, what framing they can use, and what distance they can
       use, because there's a fairly specific range of each in which
       adventure games – especially 2D ones – can work. One way to add
       variety, however, is the use of establishing shots to break up
       the scenery, and to show off parts of the world we couldn't
       normally see.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=1.png
       One example is this scene from the very beginning of
       Technobabylon. Here we're establishing an era, a level of
       technology, and an idea of purity/oneness of the figure. A lack
       of scenery cements the idea that we're viewing cyberspace, in a
       more “pure” form than the simulated environment that follows,
       and the focus is centred entirely on the character, who's
       delivering a monologue. This is a very simple composition that
       uses well-known symbols to deliver the idea of cyberspace to the
       players, and establish the tone of the game.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=2.png
       Another example we had fun with was this ruined cathedral from
       Sharlight. Due to the limits of 2D adventures, we couldn't show
       the door of the cathedral as well as the imposing size of the
       building in a single static shot. The solution here was to begin
       the shot at the very top of the cathedral, with a fairly strong
       angle that gives a sense of looking upwards, which then becomes
       less and less pronounced as the shot pans down to the bottom of
       the scene. This creates a sense of scale that informs players of
       the height of the structure, and allows them to see the wreck of
       the plane sticking out of it, and then drops the shot down into
       a form that we can actually play, without having to use a
       separate shot.
       
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=3.png
       For the beginning of Unavowed, we're using this skyline both to
       set the location (the Empire State Building serves as something
       of a geographic icon) and the tone (the threatening red sky,
       looming with ominous clouds, suggests danger). Having bold
       colour in a shot like this really helps to develop the mood
       early on, preparing players for the story before the first line
       is spoken, a sort of visual appetiser for things to come.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=4.png
       One of my all-time favourite establishing shots is this
       scrolling panorama from Full Throttle. Starting from the sky,
       and rolling down, we get a great sense of distance through the
       perspective of the clouds and the canyon, which then slowly
       pulls our attention to the main focus of the scene (and, indeed,
       the game) – the road. This is a great opening shot to a road
       adventure, which leads directly into the first animated
       cutscene, and is a clever use of the limited technology of the
       time to emulate something of a cinematic camera pan.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=5.png
       Another fun use of a cinematic idea in an establishing shot is
       in this opening scene from Kyrandia 2, where we see parts of the
       land disappearing, creating the mystery that we'll be
       investigating throughout the course of the game. Here the angled
       horizon line – known as 'Dutch Angle' in cinema – helps to
       create a more dynamic, intense shot. The energy that this sort
       of angle brings to the scene makes what would otherwise be a
       fairly standard scene in terms of content quite arresting and
       engaging. It's a great way to grab the player's attention at the
       very beginning of a game and get them interested in the
       exposition you're trying to deliver.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=6.png
       Speaking of grabbing the player's attention, a fantastic example
       of setting the tone of a game well is the very beginning of
       Indiana Jones and the Fate of Atlantis. The setup is fairly
       simple: Indy is searching for an item among the college's
       collected artefacts. Rather than presenting this as a dull
       warehouse or storeroom, however, the artists used the designs of
       cultural relics and some bold, moody lighting to make it seem
       like he's exploring some ancient, forgotten temple. This
       immediately creates a wonderful mood, getting us into the idea
       of an adventure to exotic lands before we even leave campus.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=7.png
       Another great use of lighting is in this shot from Gabriel
       Knight, in which we see the street and morning sky. A paper boy
       cycling past helps us to understand that it's dawn, rather than
       dusk, and the presence of Gabriel's motorcycle helps draw our
       eye to the front of this shot, but most of all the fantastic
       combination of orange sky and greenish-blue streetlights lends
       the scene a fantastic atmosphere. This is a very common
       combination of lighting colours, and it's easy to appreciate how
       it became so popular for the mood it can create.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=8.png
       This potent colour combination can be seen again in this
       establishing shot from Simon the Sorcerer 2, where we're shown a
       full view of a castle, lit by eerie moonlight from above and
       blazing lava from below. I particularly like how the lines of
       the castle feel warped and distorted here, in an almost fisheye
       effect, which helps to enhance the sense of scale and looming
       feel of the castle. This exaggerated low camera angle really
       gives a powerful sense of the size of the location and the mood
       being established before the camera moves to a much closer, more
       practical shot.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=9.png
       Beneath a Steel Sky uses another great angle in this backdrop,
       in which we see a helicopter fly past and crash. Much like the
       Kyrandia 2 scene, the angles here create an intensity not
       present in more straightforward compositions, and though this
       type of perspective wouldn't be practical in the playable part
       of the game, it works perfectly here to establish the setting
       that we crash into and begin our adventure, and is one of the
       few chances the artists had to sell the idea of a tall city
       before things flatten out to allow players to start to walk
       around.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=10.png
       Similarly, this opening shot from The Secret of Monkey Island is
       one of the few moments in which the game's artists could convey
       any sort of height for the Melee Island setting. Seen above from
       the map screen, or from most of the section's playable
       locations, the island seems fairly flat. Only in this
       establishing shot is a real sense of verticality given to the
       area. Something I particularly like here is the distortion of
       scale in order to direct the player: here the fire and the arch
       at the top of the hill are disproportionately large and bright
       compared to the town and buildings nestled below it, but in
       exaggerating their size and brightness, the artist has drawn our
       eye to this location, which leads directly to the following
       scene in which we move to the close-up.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=11.jpg
       One particularly novel establishing shot – of sorts – is at the
       beginning of Broken Age, in which we have the option to choose
       between our two protagonists, each shown in their own worlds.
       The lovely symmetry of this dual shot is captivating, and
       suggestive of two individuals living in very different
       situations, but in some way connected to each other. Especially
       beautiful is the way that selecting one's preferred starting
       point seamlessly pans the shot to whichever side we've chosen,
       showing more of the background. This transitions from a shot
       that was initially about the characters into one that shows off
       more of the setting – whichever one we’ve chosen – making it
       play to both the foreground and background details at the same
       time.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=12.png
       Both foreground and background are equally important in this
       establishing shot from the introduction of Alone in the Dark, in
       which we see our main character walking up the path, as seen
       from the vantage point of someone we can't quite see, but whose
       hands alone create a chilling atmosphere. This is a wonderfully
       suggestive composition – placing equal emphasis on foreground
       and background to tell a story and establish a mood in a very
       clever way. The emphasis is helped especially by the warm
       lighting on the foreground details, contrasting beautifully
       against the dark green of the yard, and really bringing the
       hands to our attention.
  HTML https://adventuregamers.com//?ACT=49&d=33670&fid=43&f=13.jpg
       Establishing shots are a powerful tool that have been used by
       many artists in the genre. They help give a sense of scale, of
       atmosphere and tension before the game zooms into the more
       practical, playable parts. Their impact on the experience should
       not be underestimated – it comes down to the old adage urging us
       to show, rather than tell. It's one thing to inform the player
       that they're trapped in a crashed plane, teetering over the edge
       of a cliff, as in the start of Broken Sword 3. Before we get to
       escaping that plane, however, the designers show us exactly what
       the situation is, and in doing so, establish our location, our
       problem, and our atmosphere, all in a single shot. That's the
       power of establishing shots, and that's why they're such a
       valuable element of adventure games.
       *****************************************************
       Page 1 of 1