PicoBlog

#151: What Is A Cinematic Game?

So let’s talk about the term “cinematic” when it comes to roleplaying games. It’s a word that gets thrown around a lot and I’m not sure I’ve read someone actually explaining what they mean by that. So I’m going to try and explain what I think the term cinematic should mean when it comes to TTRPGs.

Now this isn’t something I normally do. Normally, I am a kind of descriptivist - I just try to describe what other people mean when they use a word. But in this situation, I’m going to be more of a prescriptivist and propose what I think this word should mean.

The first thing to note is that the meaning cannot actually be too specific. Cinema isn’t one thing. So when we say “cinematic”, we usually mean a specific type of cinema - which you might have to deduce from context. Someone can describe their game as cinematic and mean “Hollywood action movies in the 2000s” and someone else could describe their game as cinematic and mean “like Peter Jackson’s Lord of the Rings”.

Okay, to me, when I describe a game as cinematic, I mean that:

  • the shared imaginary space (the thing we are all imagining in our heads) looks and operates like a movie of appropriate genre

  • the speed of the game can be compared to the speed of those same events in movies

  • So by point one, I mean that cinematic games are ones that lean on the look and feel of movies as you play them. Players might frame and imagine the game as a movie - describing camera angles and so on. (“The camera cuts away to reveal…”) They might also expect the game to feel like a movie in terms of logic. Like in a cinematic action game, we might expect action movie logic, i.e., the hero can only get flesh wounds from no-name bad guys. Or hey, maybe, in this game, you can leap a car off a building into another building. Or smash a helicopter with a car. Or take a car into space?!

    And by point two, I mean that cinematic games are also talking about how fast they play. A game that promises cinematic fights should be judged by how long those fights take, compared to fights in movies. In that sense, we could compare D&D 5e to the recent D&D: Honour among Thieves movie and say that the game doesn’t have particularly cinematic combat because of the obvious difference in time taken. If you’re making a martial arts game inspired by the movies of Bruce Lee, well, most Bruce Lee fight scenes are around the 5 minute mark. SoI think if a game says it’s cinematic in that sense, it better at least try to get close to that number!

    Like all definitions, I expect this can be torn to pieces. So let me know what you think! Have games like Feng Shui got a better definition that I missed? Let me know!

    Yours, slowly zooming into a tight close-up,

    Thomas

    On the RPG Design Panelcast, a fun panel called The Many Meanings of Diceless that talks about lots of different ways a game can be diceless - some that retain randomizers or uncertainty, others that don’t.

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    Update: 2024-12-02