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A whopping 103 minutes of cutscenes!


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#1
Dubya75

Dubya75
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This just in: 

"BioWare fantasy role-playing game Dragon Age 2 has a whopping 103 minutes of cutscenes.The impressive figure was revealed by the BBFC, which has given the game its expected 18-rating certificate for "strong bloody violence".Dragon Age 2's 103 minutes of cutscenes eclipses Killzone 3's 70 minutes worth, revealed by the BBFC earlier this month.Dragon Age 2 was cleared for release with no cuts made.Its age rating comes as no surprise. Dragon Age was a particularly gory role-player. After combat blood would remain on armour and clothing – which made for some hilarious cutscenes.With Dragon Age 2, developer BioWare's love of blood continues. Christian Donlan went hands-on for Eurogamer in November."
Sounds pretty impressive to me! :happy:

Modifié par Dubya75, 25 janvier 2011 - 10:34 .


#2
Lukas Kristjanson

Lukas Kristjanson
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A lot of competing terms floating around. If you’re like me, and I know I am, it can get a little confusing. The common understanding of “cutscene” is a non-interactive moment that is rendered fancier than regular gameplay, but that no longer holds true because we have lots of “cinematic” moments, and that’s a major contributor to the amount. All those murder-knife moments in conversation, for example, and conversations in general have many more actions and gestures. It all adds up, as little as a few seconds at a time. And no, they didn’t have a special build that allowed them to watch all of these things--several poor bastards in QA had to comb through the entire game, line by line, for every possibly objectionable moment and record everything. I believe they've gone feral.



So no, you won’t see all of that on one playthrough. Wouldn’t be possible. Pretty much just like Origins, because I doubt you remember seeing as much as the 60 minutes or so that it apparently had.

#3
Lukas Kristjanson

Lukas Kristjanson
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Eudaemonium wrote...

Wow, poor them. You should have got the fans to do it. It would have been a labour of love. of course then we could create 50 threads-a-second on whether we considered X item objectionable and the thing would never be released.

How exactly does someone decide if content is objectionable? Surely its a relative qualification.

Entirely relative. We can't make that call, so they get just about everything that can be seen, and at least a representative sample of everything that can be said. So if you come up with an entirely new way to debase someone after submission, too bad, because it would require resubmitting the whole thing. At which point you have to ask yourself if that nug in bloomers is worth delaying the whole project. Hypothetically speaking. Image IPB

#4
John Epler

John Epler
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So any time we do something like a camera drift, custom animation linking or anything else that isn't necessarily possible in the conversation editor, it counts as a cutscene. Bearing in mind that the cinematic design team on DA2 is much larger than on DA:O, we tend to be able to give a larger percentage of conversations that 'extra touch', as it were.



So saying that there are '103 minutes of cutscenes' doesn't really surprise me, particularly when a single dialogue can have multiple cutscenes for one 'section' and yet only play a single of the group, based on a number of factors (player personality, henchmen present, player class). Thus, 30 seconds of cutscenes may refer to 3 different 10 second cutscenes, only one of which you'll see in a single playthrough.



Suggesting that we've removed large swathes of dialogue only to replace them with non-interactive cutscenes to save time/effort is actually contrary to how things work. It's a lot easier to do 50 seconds of back-and-forth, stand and deliver dialogue than it is to do that same 50 seconds using cutscenes. Cutscenes require maintenance if assets change, they take a lot more cinematic design time, and they have to be set up to accommodate foreign VO, for example.



I mean, if we had 30 minutes of cutscenes in the game, it would likely mean that we'd either A) trimmed the dialogue a ton or B) only applied that extra layer of polish to a few key moments. Instead, we tried to improve the overall visual fidelity of the conversations and adopt a more cinematic style. This, by necessity, requires more 'cutscenes' than if we'd just done everything procedurally. The end effect is, I think, a game where the conversations tend to look a fair bit better. But in the end, you guys will be the final judge of that.