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	<updated>2026-04-30T19:08:26Z</updated>
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		<title>imported&gt;QuantumFoam66: −Category:Video game development; ±Category:Video game design→Category:Video game terminology using HotCat</title>
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		<summary type="html">&lt;p&gt;−&lt;a href=&quot;/wiki143/index.php?title=Category:Video_game_development&quot; title=&quot;Category:Video game development&quot;&gt;Category:Video game development&lt;/a&gt;; ±&lt;a href=&quot;/wiki143/index.php?title=Category:Video_game_design&quot; title=&quot;Category:Video game design&quot;&gt;Category:Video game design&lt;/a&gt;→&lt;a href=&quot;/wiki143/index.php?title=Category:Video_game_terminology&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:Video game terminology (page does not exist)&quot;&gt;Category:Video game terminology&lt;/a&gt; using &lt;a href=&quot;/wiki143/index.php?title=WP:HC&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;WP:HC (page does not exist)&quot;&gt;HotCat&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{short description|Series of events rendered in real time in a video game&amp;#039;s engine}}&lt;br /&gt;
{{one source|date=December 2022}}&lt;br /&gt;
In [[video games]], a &amp;#039;&amp;#039;&amp;#039;scripted sequence&amp;#039;&amp;#039;&amp;#039; is a pre-defined series of events that occur when triggered by player location or actions that play out in the game engine.&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
Some scripted sequences are used to play short [[cutscenes]] that the player has little control of.  However, they are commonly used in games such as &amp;#039;&amp;#039;[[Half-Life (video game)|Half-Life]]&amp;#039;&amp;#039; or &amp;#039;&amp;#039;[[Call of Duty]]&amp;#039;&amp;#039; to bring in new enemies or challenges to the player in a seemingly surprising manner while they are still playing.  They can also present further plot points without interrupting the player and making them watch a cutscene.  The intended results of this style of presentation is to increase [[immersion (virtual reality)|immersion]] and to maintain a smooth-flowing experience that keeps the player&amp;#039;s interest.&lt;br /&gt;
&lt;br /&gt;
Scripted sequences trigger a number of things. A timer, a checkpoint or the progress of the game could activate a scripted sequence. For players that [[speedrun]] video games, skipping these scripted sequences that would otherwise slow down their completion time requires skill, and being able to manipulate the game&amp;#039;s hit boxes so that the game does not trigger a sequence is necessary for fast completions.&lt;br /&gt;
&lt;br /&gt;
==Examples in-game==&lt;br /&gt;
&amp;#039;&amp;#039;[[Half-Life (video game)|Half-Life]]&amp;#039;&amp;#039; uses scripted sequences throughout the game (aside from one short cutscene). Walking near other characters can trigger scripted sequences such as dialog. These dialog sequences tell the game&amp;#039;s story in a different manner and are sometimes there simply for entertainment purposes.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;[[Gears of War]]&amp;#039;&amp;#039; uses scripted sequences between sections of game play to provide objective reminders and tell the game&amp;#039;s story without the use of [[cut scenes]]. The game triggers a playable scripted sequence once all of the enemies have been cleared in an area, usually these sequences play while the player moves to the next area.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;[[Resident Evil 4]]&amp;#039;&amp;#039; has many examples of scripted sequences that utilize a [[quick time event]] to feature more action-packed game play. As the player navigates the level, they must react to the event to continue.&lt;br /&gt;
&lt;br /&gt;
==Criticisms==&lt;br /&gt;
Games such as &amp;#039;&amp;#039;Call of Duty&amp;#039;&amp;#039; have been criticized for their reliance on these sequences, as many feel they tend to guide a player through a game by the invisible hand of the developers, blocking progression with [[invisible walls]] until the scripted sequence has triggered further progression.&amp;lt;ref&amp;gt;“Call of Duty: Black Ops review” by Tom Francis; &amp;#039;&amp;#039;PCGamer&amp;#039;&amp;#039;, 17 november 2010.&amp;lt;/ref&amp;gt; Also, the use of scripted sequences may diminish replay value as the surprise effect is negated upon subsequent play-throughs.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{video game gameplay}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video game terminology]]&lt;br /&gt;
[[Category:Fiction forms]]&lt;/div&gt;</summary>
		<author><name>imported&gt;QuantumFoam66</name></author>
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