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I like the VFX in conversations and cutscenes


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#101
tmp7704

tmp7704
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Sylvius the Mad wrote...

Leaving the UI visible all the time has other benefits, regardless of these icons.  Even without sustainable abilities I'd rather leave the UI in place.

What benefits would that be?


Having it come and go does nothing but draw attention to it, thus serving as a constant reminder than I'm playing a game rather than experiencing a deep and vibrant world.

And given the UI is supposed to come up only in situations where the information provided by it matters, i'd say this act of drawing attention is actually a bonus of such technique -- it achieves desired effect (making player take note of what the UI is showing to them) without any additional effort or tricks.  It's the same technique that causes game also hide blank induction bars rather than have them on the screen at all times, and instead only show them when one actually tries to cast a spell, etc.


What matters is determined solely by the player.  BioWare can't know that moment-to-movement in any gamer's roleplaying experience.

They can make a reasonable, educated guess regarding that. For example, showing hp/mana bars and character portraits of the team during conversation seems absolutely pointless when you consider in this part of the game these bars are always maxed out and neither them nor the setup of the party changes (plus the party is actually shown on screen)


This is the same reason why I oppose depth of field effects in cutscenes.  BioWare can't know what my character will be focusing on.

That seems like rather nonsensical objection when the cutscenes are generally not rendered from the point of view of your character, but of external camera. In many of them your character isn't even present, or looking where the camera is looking. Consequently what your character is focusing on and what the camera is focusing on are two different things, much like in books which have the narrator separated from the protagonist.


then they need to document exactly what each effect means, both within the game world and without it.

Certainly, good documentation is always nice to have; that's not something i'd argue against.

Modifié par tmp7704, 04 octobre 2010 - 02:52 .