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Poberailo
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Audiovisual Strategies in Interactive FMV Projects for the 3DO Interactive Multiplayer Platform

Baltic Journal of Legal and Social Sciences

3DOFMVInteractiveTheory

Анотація

Стаття розглядає аудіовізуальні стратегії інтерактивних FMV-проєктів для платформи 3DO Interactive Multiplayer. На порівняльному аналізі дванадцяти кейсів (емулятор Opera / libretro) досліджено взаємодію кіномови, інтерактивних механік і апаратних обмежень консолі. Виділено три архетипи організації досвіду: action reflexivity, interactive drama і spatial immersion. Тип інтерактивності перетворює монтаж на подію інтерфейсу, а саунд-дизайн бере навігаційну роль. Обмеження Cinepak і CD-ROM трактовано як продуктивні формотворчі чинники «цифрової патини».

Argument and scope

The paper explores the audiovisual systems of Full-Motion Video (FMV) games on the 3DO Interactive Multiplayer console, examining the intersection of cinema and digital interactivity under early CD-ROM hardware constraints. Based on a frame-by-frame analysis of twelve cases, the study maps how traditional filmmaking grammar was adapted to a game platform.

Three primary strategies organize the audiovisual experience: 1. Action reflexivity — where interaction demands immediate player reaction to video events (quick-time events, arcade logic). 2. Interactive drama — where narrative choice overrides reflex tests, shaping plot progression. 3. Spatial immersion — where video segments serve exploration and architectural navigation.

Hardware limits, specifically the Cinepak compression codec and CD-ROM seek times, are reframed as productive aesthetic boundaries. Rather than viewing artifacted low-resolution video as a deficit, the paper examines how they created a distinct "digital patina" and aesthetic reduction characteristic of 1990s multimedia.

Conclusions

Interactive FMV projects on the 3DO console represent a cohesive historical attempt to adapt cinematic editing into interactive events. Montage in these systems is transformed from a device of passive progression into an interface event itself, often supported by sound design as a navigational cue. Future work points to a comparative study of FMV aesthetics across other 1990s platforms (such as Sega CD, CD-i, and early PC).

Full text: Baltic Journal of Legal and Social Sciences (Vol. 2, 2026). http://baltijapublishing.lv/index.php/bjlss/article/view/4205

Cite · BibTeX

@article{poberailo2026audiovisualstrateg,
  author = {Poberailo, Oleksandr},
  title = {Audiovisual Strategies in Interactive FMV Projects for the 3DO Interactive Multiplayer Platform},
  year = {2026},
  journal = {Baltic Journal of Legal and Social Sciences},
  url = {http://baltijapublishing.lv/index.php/bjlss/article/view/4205},
  language = {en}
}

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