Abstract
A game or an interactive movie? On the visuality of modern cRPG productions on the example of "The Witcher 2"
In the article, it is pointed out that in modern computer games extended narratives aregradually abandoned while more emphasis is put on visuality and film-like character of the image, and on mimetism, understood not entirely as copying the reality, but as film realism, or following the popular cinematic schemas. One of the means to achieve this goal is using dynamic shooting and interludes that comply with the principles of film making; it is applied, among others, to increase the attractiveness of the message. The examples discussed here are the introductions from two games: The Witcher 1 and The Witcher 2. The conclusion is in fact a question: is a contemporary gameplayer an actual player, or rather a viewer?
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