Companion Dialog
#26
Posté 12 août 2010 - 12:57
Just a thought.
dunniteowl
#27
Posté 12 août 2010 - 01:57
I have to say the early modders style of setting every single little talk with anything from a 1 line barmaid to companion chit chat in zoomed in, letter-boxed silent googly-eyed close ups was hard to take. Totally ruined the effect of using the cut-scene feature as well. The modders now are quite good at being responsive, and take annoyances out based on at least perceived opinion, and I've heard this opined a lot.
Modifié par Eguintir Eligard, 12 août 2010 - 01:58 .
#28
Posté 12 août 2010 - 02:13
I'm purposefully messing with that standard (and it is a good standard) some to hide what and who is important at times. Important people always getting cinematic talks and unimportant people always getting NWN1 style gives the player clues you may not want them to have in a mystery plot. Intentional confusion to increase the mystery to the player!Eguintir Eligard wrote...
Thieves, from what I've seen in recent releases and beta tests more people (myself at the forefront) are avoiding all zoomed-style cut scenes unless it is a very major conversation and using moving lips when so. I actually do have voice overs, but even most of them are just 1 line in a NWN1 style dialogue box just to feed you the characters mood and personality a bit.
I have to say the early modders style of setting every single little talk with anything from a 1 line barmaid to companion chit chat in zoomed in, letter-boxed silent googly-eyed close ups was hard to take. Totally ruined the effect of using the cut-scene feature as well. The modders now are quite good at being responsive, and take annoyances out based on at least perceived opinion, and I've heard this opined a lot.
#29
Posté 12 août 2010 - 03:02
Regards
#30
Posté 12 août 2010 - 04:06
#31
Posté 12 août 2010 - 04:10
#32
Posté 12 août 2010 - 04:46
Personally I like the companions interjecting in conversation, or via triggers, BUT this option can cause major game killing bugs if the builder is not careful. The NWN2 OC suffered from this in several places. I believe it took me 4 tries to actually finish the OC due to these bugs.
#33
Posté 12 août 2010 - 10:24
There are numerous (make that, ALL) "plot" npcs including all companions who are NWN1 style. Saved a lot of work, including several scenes where I was actually going for a cinematic zoom in, and surprised myself in finding that it works just as well from a zoomed out overhead shot (yes its technically nwn2 style, but its far and overhead, erego not a zoom in)
I estimate Islander would still be in production till xmas if I hadn't made this choice, as the animations and lips/sounds that go with it.
Modifié par Eguintir Eligard, 12 août 2010 - 10:26 .
#34
Posté 13 août 2010 - 01:22
Eguintir Eligard wrote...
Thieves, from what I've seen in recent releases and beta tests more people (myself at the forefront) are avoiding all zoomed-style cut scenes unless it is a very major conversation and using moving lips when so. I actually do have voice overs, but even most of them are just 1 line in a NWN1 style dialogue box just to feed you the characters mood and personality a bit.
I have to say the early modders style of setting every single little talk with anything from a 1 line barmaid to companion chit chat in zoomed in, letter-boxed silent googly-eyed close ups was hard to take. Totally ruined the effect of using the cut-scene feature as well. The modders now are quite good at being responsive, and take annoyances out based on at least perceived opinion, and I've heard this opined a lot.
I tend to agree with Eguintir on this. My typical rule of thumb is to always use NWN1 style conversations unless the conversation is fully voiced. I also like using one-liners and speak strings whenever possible, but again that's just personal opinion.
Getting back to the origenal topic though, I don't think it's necessary for Companions to have PC executed conversations. Better to have companions chime in at set points in the game. If you do create PC executed conversations, I'd make it based off journal state so that the conversation coincides with the issue at hand.
Kaldor Silverwand wrote...
I've played around with having
all the npcs named "citizen" and only showing their true names once you
have talked with them. This seems more realistic to me. However, it
would also lead to the player having to click on every npc in the game
just to find the important ones, which would would scale irritation with
the number of npcs. This is another way though to prevent the game from
giving away too much too easily.
Regards
That's a great idea. The issue of forcing the player having to click on every npc in the game could perhaps be resolved by naming important important plot critical NPC as normal. Particularly for later in the game when new NPCs show up in town. Either way seem like a really cool game mechanic.
#35
Posté 13 août 2010 - 01:19
dunniteowl
#36
Posté 14 août 2010 - 01:09
a pampered dandy
a youthful grandma
an old crank
a suave gentleman
a fancy woman





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