<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Presence on Locodigital</title><link>https://locodigital.com.br/en/tags/presence/</link><description>Recent content in Presence on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Fri, 02 Oct 2026 10:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/presence/index.xml" rel="self" type="application/rss+xml"/><item><title>Cutscene — The Moments in Life You Just Cannot Skip</title><link>https://locodigital.com.br/en/philosophy/cutscene-the-moments-you-cannot-skip/</link><pubDate>Fri, 02 Oct 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/philosophy/cutscene-the-moments-you-cannot-skip/</guid><description>&lt;p&gt;You're in the middle of an action sequence — thumb on the analog stick, eyes locked on the screen. Then the camera cuts to the character's face. Dialogue starts. A revelation. Before you even process what's happening, your hand is already reaching for the skip button. You press it. Nothing. You press again. The scene plays on at its own pace, completely indifferent to your impatience.&lt;/p&gt;
&lt;h2&gt;The name someone gave to something we already felt&lt;/h2&gt;
&lt;p&gt;The term "cut scene" was coined by Ron Gilbert in 1987, during the development of Maniac Mansion at Lucasfilm Games. The idea was simple: cut away from gameplay, take control away from the player for a few seconds, and advance the story. A direct loan from cinematic language applied to a medium where the player usually decides everything.&lt;/p&gt;</description></item></channel></rss>