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.”
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.”
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.”
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).