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
| Component | Need |
|---|
| Storage | CD-ROM capacity |
| Playback | Video codec support |
| Compression | Balance size/quality |
| Integration | Game engine hooks |
Implementation approaches
| Style | Example |
|---|
| Pure FMV | Dragon’s Lair CD |
| Cutscenes only | Command & Conquer |
| Interactive movie | 7th Guest |
| Hybrid | Wing Commander III |
Common problems
| Issue | Cause |
|---|
| Compression artifacts | Limited bandwidth |
| Acting quality | Budget constraints |
| Limited interactivity | Linear footage |
| Disconnect | Video vs gameplay |
Successful uses
| Game | Approach |
|---|
| Command & Conquer | Briefing personality |
| Wing Commander III | Branching narrative |
| 7th Guest | Puzzle framework |
| Phantasmagoria | Horror atmosphere |
Hardware focus
| Platform | FMV emphasis |
|---|
| Sega CD | Marketing focus |
| 3DO | Multimedia showcase |
| Saturn/PlayStation | CD standard |
| PC | Variable quality |
Notable FMV games
| Title | Year | Reception |
|---|
| Night Trap | 1992 | Controversial |
| 7th Guest | 1993 | System seller |
| Wing Commander III | 1994 | Well-received |
| Command & Conquer | 1995 | Beloved cutscenes |
Decline
| Factor | Impact |
|---|
| 3D graphics | Better alternative |
| Real-time cutscenes | More flexible |
| Cost | Filming expensive |
| Quality ceiling | Compression limits |
See also