In the point-and-click adventure genre, Ron Gilbert introduced the cutscene concept with non-interactive plot sequences in Maniac Mansion (1987).
[11] Tecmo's Ninja Gaiden for the Famicom in 1988 and NES the following year featured over 20 minutes of anime-like "cinema scenes" that helped tell an elaborate story.
The use of animation or full-screen graphics was limited, consisting mostly of still illustrations with sound effects and dialogue written underneath; however the game employed rather sophisticated shots such as low camera angles and close-ups, as well as widescreen letterboxing, to create a movie-like experience.
For example, the cutscenes in Wing Commander IV used both fully constructed sets, and well known actors such as Mark Hamill and Malcolm McDowell for the portrayal of characters.
It is also possible to give the player control over camera movement during real time cutscenes, as seen in Dungeon Siege, Metal Gear Solid 2: Sons of Liberty, Halo: Reach, and Kane & Lynch: Dead Men.
During the 1990s in particular, it was common for the techniques of live action, pre-rendering, and real time rendering to be combined in a single cutscene.
For example, popular games such as Myst, Wing Commander III, and Phantasmagoria use film of live actors superimposed upon pre-rendered animated backgrounds for their cutscenes.
This gameplay mechanic, commonly called quick time events, has its origins in interactive movie laserdisc video games such as Dragon's Lair, Road Blaster,[14] and Space Ace.
[18][19] Game designer Raph Koster criticized cutscenes as being the part that has "the largest possibility for emotional engagement, for art dare we say", while also being the bit that can be cut with no impact on the actual gameplay.
It is an integral part of the configurative experience", saying that they will always affect the rhythm of a game, but if they are well implemented, cutscenes can be an excellent tool for building suspense or providing the player with helpful or crucial visual information.