While computer game's cutscenes are predominantly used for a cinematic narrative development, in many computer games cutscenes might serve not only as a basic orientation hint about next level in a gaming environment but might play a role of an information system. This contribution will discuss the eventualities to understand cutscenes and their implementation in a gaming environment as a sort of an information system useful for the interpretation and reconfiguration performed by the player with the respect to the rapid prototyping for serious games.
Further, will be briefly discussed the potential to author the cutscenes for a sample concept of a serious game (documentary computer games) in the rapid animated movie production tool Moviestorm.