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The cinematic camera is where the main gameplay camera will focus around a certian 'key' element, either to impress the user, or focus their attention.

Where to use this patternEdit

This pattern is best used infrequently, when interaction with the game is likely to be minimal. Some effective examples are Need for Speed (the camera focuses on the car mid jump) and Max Payne (the camera focuses around the last bad guy when he is killed). Both examples show that the user cannot interact, or is not critical.

ProblemsEdit

The cinematic camera drastically alters the scene view point, usually for a short period of time. If this is a large change, it can be disorientating to the player. If this happens too often it could prove to be frustrating to the player.

Occasionally, as contrast, a game will emphasize not using a cinematic camera, but instead concentrate on showing the intended action with as little interruption and as smoothly as possible. As an example, context-sensitive commands in the game Resident Evil 4 takes control from the user to play a pre-animated character action. The camera does not change orientation which allows for more fluidity and immersion for the game player.