The cutscene. It's a pretty major part of most games. The action stops and you get a small movie that lets you know about new plot points or developments. They push the story ahead beyond just "blow up the bad guys." So, when adapting a video game into a board game, how do you handle these cutscenes? In Resident Evil 3, they come in the form of Narrative Events. In this design diary article, we get a look at how they work.
From the post:
Today, Sherwin’s back to cover another brand new feature we’ve incorporated into the survival horror engine* for Resident Evil™ 3: The Board Game (RE3tBG).
(*Reminder: RE3tBG builds on the survival horror engine that made Resident Evil™ 2: The Board Game so spine-tinglingly excellent!)
This new feature is particularly special because it introduces cutscenes to your games.
Yes, you read that right. No, we’re not kidding.
Curious how that’s possible? Good thing Sherwin’s here to explain!