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879599 Posts in 32993 Topics- by 24372 Members - Latest Member: adellaxs66

May 24, 2013, 12:12:21 PM
TIGSource ForumsPlayerGamesIntro Sequences & Attract Mode
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Author Topic: Intro Sequences & Attract Mode  (Read 1556 times)
JWK5
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« on: May 25, 2012, 02:22:23 AM »

One of the things that feels really absent from indie games is intro sequences (though a few do include them). While these days they are generally done with FMV, there was a lot of cool little animated sequences that would play on various arcade machines when left idle for a bit, and there were quite a few on the NES, SNES, Sega Genesis, etc. too.

If a game's got one then generally I'll watch it. A good intro sequence gives you a taste of the adventure you are about to undertake and the thematic tone of the game and can really get the game started off with a bang (by far my favorites being from the Onimusha games, especially 3 which is just insanely awesome). I think if more indie games included intro sequences I'd be more likely to dig in (some better menu presentation wouldn't hurt either).

An added "attract mode" could go a long way as well since they often give you a taste of what to expect in later levels (which can be helpful if the earlier levels aren't as action-packed, etc.) as well as giving you a rough idea of how the game plays, sounds, and looks overall. In any case, here's a few intro sequences that have really stood out to me over the years:

Onimusha: Warlords



Onimusha 2: Samurai's Destiny


Onimusha 3: Demon Siege


Onimusha: Dawn of Dreams



Blood Will Tell: Tezuka Osamu's Dororo


Legacy of Kain: Soul Reaver


Final Fantasy 8


Popful Mail




And last, but not least, my favorite indie game intro:



Eternal Daughter




I remember one of the Jumper games having a really neat intro too but I couldn't find a clip of it.
« Last Edit: May 25, 2012, 02:30:23 AM by JWK5 » Logged
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« Reply #1 on: May 25, 2012, 02:29:15 AM »

Quote
One of the things that feels really absent from indie games is intro sequences (though a few do include them).
im glad. i hate having to sit through a cutscene before i get to play the game. worst combination: long intro cutscene + unskippable tutorial
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JWK5
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« Reply #2 on: May 25, 2012, 02:31:18 AM »

That is why having the option to skip them with a simple button press is nice (and practically a must... doing a second run on virtually any Metal Gear Solid game is ADD agony).
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« Reply #3 on: May 25, 2012, 02:41:03 AM »

that said a short intro cutscene that sets the tone is ok. i guess im just sick of games dragging their intros out to ungodly lengths. i dont have the time or patience to really get into a game "with a story" these days, i'd rather just play.
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Richard Kain
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« Reply #4 on: May 25, 2012, 06:08:04 AM »

Most indie games don't require intro sequences or attract modes. Those were conventions of arcade game development. Most indie game aren't arcade games, and there is an expectation that no one is going to just leave them idle for minutes at a time.

The purpose of the attract mode was two-fold. It's primary purpose was to "attract" attention to the game whenever it wasn't being played. A nice eye-catching animated sequence or preview of different levels from the game was a good way to entice potential players who were wandering by.

The second purpose was to avoid screen burn-in, a common affliction for arcade monitors. Attract modes were an early form of screen-saver. They insured that the game would only remain on the title screen for a limited amount of time.

Unfortunately, I don't see the point of attract modes in most indie games. It could be a fun little call-back to classic arcade titles, but aside from that they wouldn't serve any real purpose.
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« Reply #5 on: May 25, 2012, 06:27:22 AM »

yeah if you want an impression of what a game plays like it's easy enough to just watch a gameplay video on youtube. i think attract modes even in older home games are kind of an unnecessary relic of arcade games, just like the scoring in late 80s/early 90s gams like super mario bros and wolfenstein 3d
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moi
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« Reply #6 on: May 25, 2012, 07:17:02 AM »

YES I love this shit

And it must be skippable of course, and it doesn't need to be more than a few seconds anyway

http://www.youtube.com/watch?v=pAofsgLqQA4&feature=player_detailpage#t=15s
not attract mode but just a bit of backstory
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« Reply #7 on: May 25, 2012, 08:06:41 AM »

Personally, I'm very fond of the classic arcade aesthetic. I always enjoyed the old attract modes that would continuously display. (partially because I was never rich in quarters, and that was often all I got to enjoy)

I would actually love to seem more indie arcade games produced. Unfortunately, the arcade business model has not been viable for some time, and most outlets open to indie developers do not lend themselves well to arcade design principles. I've actually had quite a few ideas for producing a new, different kind of arcade. But any such enterprise would be costly to implement, and extremely risky in terms of financials. So I may never be able to make the attempt.
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moi
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« Reply #8 on: May 25, 2012, 08:30:05 AM »

my favorite arcade attract mode is the big eyes from altered beast. It's simple and aesthetically pleasing, and gives the game some mood. And it looked badass on an arcade screen back in the time.
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« Reply #9 on: May 25, 2012, 09:15:16 AM »

While attract modes really only make absolute sense in the arcade, I have seen console attract modes put to use by N64 and Gamecube games at McDonald's and some other restaurants. The controllers were coated with a crispy glaze of snot and ketchup, and usually a button or two didn't work, but at least the games made themselves look like attractive experiences.

I guess that an attract mode would be a useful attribute for an indie game that was made to be put on public display.
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« Reply #10 on: May 25, 2012, 10:50:23 AM »

Who cares about unimportant matters like "sense" or "necessity?" Attract modes are awesome.





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« Reply #11 on: May 25, 2012, 10:52:05 AM »

similar, but unrelated www.titlescream.com
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JWK5
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« Reply #12 on: May 25, 2012, 12:02:34 PM »

Most indie games don't require intro sequences or attract modes. Those were conventions of arcade game development. Most indie game aren't arcade games, and there is an expectation that no one is going to just leave them idle for minutes at a time.
The point of the discussion isn't whether indie games require intro sequences or attract modes just whether it would add to the experience. Indie games don't require most things, you can easily get away with no title screen, no user options/settings, etc. Hell, "artgames" get away with no gameplay (*ba-dum-dum-tshhh*).

Anyways, one of the best modern uses of attract modes is at the beginning of fighting games where you get to see demonstrations of combos, "recordings" of skilled play, etc. Speed runs would pretty interesting to see as an attract mode. Again, it is not something that is necessary it is just something that, at least for me, adds to the experience.
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brettchalupa
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« Reply #13 on: May 25, 2012, 01:09:29 PM »

similar, but unrelated www.titlescream.com

Nice find, this is awesome.
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allen
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« Reply #14 on: May 25, 2012, 01:38:11 PM »

I loved the Soul Reaver intro, it really set the mood for the rest of the game.

Intros are really nice, they usually pump me up. I get more excited about playing a game if the intro is real nice. For example, the Deus Ex intro: http://www.youtube.com/watch?v=UKp0DP1O4bs

I don't think it's a coincidence that some of my favorite games have really awesome intros.

BioShock http://www.youtube.com/watch?v=ZgDEh3UN404
Half-Life 2 http://www.youtube.com/watch?v=LCKDTA3ghPo

do playable intros count?? they are still quite cinematic and only barely playable. at least worth a mention.
Amnesia http://www.youtube.com/watch?v=q7oH3v9sEtM
Portal 2 http://www.youtube.com/watch?v=3cV9Gx2bvgA
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