カットシーン (Japanese Wikipedia)

Analysis of information sources in references of the Wikipedia article "カットシーン" in Japanese language version.

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1up.com

  • Mielke (May 9, 2006). “Previews: Heavenly Sword”. 1UP.com. June 4, 2011時点のオリジナルよりアーカイブ。December 19, 2007閲覧。 “Some points in key battles (usually with bosses) integrate QTE (quick-time events), which fans of Shenmue and Indigo Prophecy might like, but which we've been doing since Dragon's Lair and Space Ace. Time to move on, gents.”

arcade-museum.com

books.google.com

  • Aaron, Marcus (2014). Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments. Springer. p. 662. ISBN 3319076264. https://books.google.com/books?id=e0UqBAAAQBAJ&dq=hugh+hancock+cutscene&source=gbs_navlinks_s November 19, 2014閲覧。 
  • Holmes, Dylan (2012). A Mind Forever Voyaging: A History of Storytelling in Video Games. Dylan Holmes. p. 92. ISBN 1480005754. https://books.google.com/books?id=DFBzOO17SHcC&dq=cutscene+criticism&source=gbs_navlinks_s November 19, 2014閲覧。 

bugabootheflea.com

edge-online.com

eurogamer.net

gamasutra.com

gamefront.com

gamespy.com

archive.gamespy.com

gamesradar.com

ign.com

uk.ign.com

raphkoster.com

  • Koster (December 7, 2005). “The Pixar Lesson”. Raph Koster's Website. Raph Koster. October 7, 2008時点のオリジナルよりアーカイブ。October 7, 2008閲覧。 “Well, that would leave the part that has the largest possibility for emotional engagement, for art dare we say, in the bit that can be cut with no impact to gameplay whatsoever. This is why I say that many of the peak emotional moments we remember in games are actually "cheating" – they’re not given to us by the game at all, but by cutscenes.”

uib.no

folk.uib.no

web.archive.org

webcitation.org

  • Koster (December 7, 2005). “The Pixar Lesson”. Raph Koster's Website. Raph Koster. October 7, 2008時点のオリジナルよりアーカイブ。October 7, 2008閲覧。 “Well, that would leave the part that has the largest possibility for emotional engagement, for art dare we say, in the bit that can be cut with no impact to gameplay whatsoever. This is why I say that many of the peak emotional moments we remember in games are actually "cheating" – they’re not given to us by the game at all, but by cutscenes.”

wikipedia.org

en.wikipedia.org

  • “The Next Generation 1996 Lexicon A to Z: Cut Scene”. Next Generation (15): 32. (March 1996). 

yahoo.com

games.yahoo.com