Beyond the Cutscene: Designing “That Dragon, Cancer”
When telling stories, videogames often copy their “older brother” film and use cinematic sequences to advance the plot. These moments in videogames are often passive experiences the player is tempted to skip over to return to active gameplay.
Can we empower the player to explore these previously inaccessible sequences by making them more active? Or can we move beyond the cutscene altogether?
Beyond the Cutscene: Designing “That Dragon, Cancer” is open to the public with free Guest Pass wristbands, available in advance or on-site at the event. Guestpass.sxsw.com for more information.