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Techniques & Technology

Full Motion Video

Live action in games

Full motion video brought filmed footage into games, promising Hollywood production values but often delivering awkward acting and limited interactivity during the CD-ROM era.

pcsega-mega-cdsega-saturn3DOPlayStation videocd-rommultimedia 1992–1999

Overview

CD-ROMs promised unlimited storage. FMV promised cinematic gaming. The reality was often awkward—compressed video, wooden acting, and gameplay reduced to clicking through scenes. Yet some developers found the balance, using FMV for cutscenes while maintaining interactive gameplay. Command & Conquer’s campy briefings showed how FMV could add personality without replacing gameplay.

Fast facts

  • Era: 1992-1999 (peak).
  • Medium: CD-ROM storage.
  • Promise: Movie-quality games.
  • Reality: Mixed results.

Technical requirements

ComponentNeed
StorageCD-ROM capacity
PlaybackVideo codec support
CompressionBalance size/quality
IntegrationGame engine hooks

Implementation approaches

StyleExample
Pure FMVDragon’s Lair CD
Cutscenes onlyCommand & Conquer
Interactive movie7th Guest
HybridWing Commander III

Common problems

IssueCause
Compression artifactsLimited bandwidth
Acting qualityBudget constraints
Limited interactivityLinear footage
DisconnectVideo vs gameplay

Successful uses

GameApproach
Command & ConquerBriefing personality
Wing Commander IIIBranching narrative
7th GuestPuzzle framework
PhantasmagoriaHorror atmosphere

Hardware focus

PlatformFMV emphasis
Sega CDMarketing focus
3DOMultimedia showcase
Saturn/PlayStationCD standard
PCVariable quality

Notable FMV games

TitleYearReception
Night Trap1992Controversial
7th Guest1993System seller
Wing Commander III1994Well-received
Command & Conquer1995Beloved cutscenes

Decline

FactorImpact
3D graphicsBetter alternative
Real-time cutscenesMore flexible
CostFilming expensive
Quality ceilingCompression limits

See also