Today Bioware launches the last update of 2010 with a Developer Blog with Lead Cinematic Designer Paul Marino. He takes us through how important cinematics are and how they are created.
I hope everyone had a wonderful 2010. So many Friday Updates, so much information, so much story. Even though I haven’t been doing the updates that long for Torocast its been brilliant. Everyone here has been fantastic so thank you all and I hope for an even better 2011.
Now onto todays update which is:
Cinematic Design
(link)
As with all Developer Blogs Paul starts off with a little background of his experience and his love of Star Wars. Playing with Star Wars toys and a video camera (youtube please).
“Playing director in the Star Wars™ universe is one of the coolest jobs anyone could wish for.”
Paul Marino also worked on the very successful and fantastic game Mass Effect 2. Surely a good sign for The Old Republic. Once his job was done he was asked if he would like to work on TOR.
“Needless to say, I jumped at the chance to be a part of the team!”
So, what is Cinematic Design?
I honestly wish I could re-write what Paul said but the explanation is so good I just have to copy and paste.
“To put it simply, Cinematic Design is using cinematic presentation to facilitate narrative and gameplay, and heighten emotional involvement. By the use of a directed camera, we’re able to make the story real to the player, allowing them to get involved with the characters and make meaningful choices.”

What Bioware has continuously stressed is that what brings TOR apart from other MMO’s is that instead of a “text-driven narrative” is part of a “dynamic plot”. Choices matter in TOR and cinematic’s are a brilliant way to show that. Where characters interact with one another the choices that you make are seen.
“Do we kill the Sith acolyte? Do we spare him? Will he show up later in our character’s path to be dealt with? Or will he fight alongside us, supporting us in the most crucial of times?”
All these choices are presented in a cinematic scene. So instead of many just skipping through quest text and not being engaged in the story, through the use of the cinematic scene the player has too choose what is being said and thus live with the decision they make.
Paul Marino continues explaining how they introduced cinematic design into group play. Everyone in the group has a say on the direction of the conversation.
“A young exile takes an adversarial tone with the group, and challenges them to a duel. Your Sith Inquisitor grows impatient with him and chooses to detonate some nearby explosives – but will it be overruled by another who votes to fight him?”
This extends the gameplay experience in conversations. Players will vote roll for the outcome of the conversation.
(Video Soon)
A Day in the Life of a Cinematic Designer.
Paul Marino continues and takes us through what he has to consider when creating a cinematic. He gives us a few examples like a Jedi Consular.
“It will most likely be a quiet, emotionally-centered setting, focusing on the difficult choices ahead.”
Another example is with the Bounty Hunter talking to a “obnoxious nobleman”. The Bounty Hunter can choose which way to deal with this character and find out the information. Safe to say you don’t want to annoy a Bounty Hunter. He continues to say that every scene is done like a “live-action shoot.” The Cinematic Designer will review the script and also consider the location and actors within the scene and answers the most important question.
“What does the player need to know once the scene has ended?”
(Video Soon)
The Cinematic Designers also work very closely with other departments. Paul gives us a few examples of searching out for the writing team to ensure that the characters portrayed are behaving accurately. Or perhaps seeking out the animation team to get a specific animations for the scene. I guess having “a large range of world-class talent” a stones throw away does have some advantages.
Now the next part makes me particularly jealous. The Cinematic Design team has access to a large array of Star music and sound effects. (Its so unfair) The also have one of the largest animation libraries in gaming history and the most voiceover dialog ever recorded for an entertainment project. And its up to Paul and his team to put them all together to create the cinematic scene we will see in TOR.
Paul Marino’s job is mainly that of a Director however due to the complexity of the cinematic scenes in TOR he has to take up multiple roles. As a filmaker, game developer and a gamer.
“Each conversation we produce is considered from all three points of view.”
Director:
- How to shoot the scene.
- Does the location support the action that needs to take place.
Game Developer:
- How the scene works within the game around it.
Gamer
- How does this fit within the larger context of my game experience.
- Is this scene memorable.
- Do I understand what’s going on.
“Each of these perspectives help craft how the game’s narrative is presented and remembered. Creating these moments for the player is probably the most rewarding part of being a Cinematic Designer on The Old Republic.”

Conclusion
“As I mentioned earlier, the cinematic presentation of narrative can turn the simplest event into a pivotal moment. It’s this crafted layering of camerawork, performance, direction and gameplay that allows us to emotionally invest into the characters and the world around them. To put a romantic spin on it, the Cinematic Design team members are the visual composers of this chapter of the Star Wars universe, developing scenes that players will remember for years to come. We hope you enjoy what’s in store as much as we enjoyed telling it.
Thanks for reading and may the Force be with you.
Paul Marino
Lead Cinematic Designer”
I thought it important to add this because this paragraph sums up the importance of cinematic’s in TOR. As Paul says that just by replacing the age old text quest can give life and enjoyment in obtaining and completing quests. Many people have asked what is it that makes TOR stand out of the rest. It is Paul Marino, his team and the work they complete that will make TOR stand out like the Death Star firing its big laser.
Thank you all for reading. The video’s will be up shortly. As always if you wish to read the full Friday Update please head to here.
Also a thread will be popping up shortly on the Torocast forums. Please feel free to join our fantastic community in discussing the game we all love The Old Republic.
Until next time.
Ta ta