[quote]tmp7704 wrote...
This isn't necessarily true -- picking a friendly dialogue line by all means can and should have the character smile or otherwise appear friendly for example, angry line can make the character frown, choosing a *hug* action by all means should have the character perform the hug and actually appear like they're into it.[/quote]
I'm going to
summon: Sylvius here.
If I pick a friendly dialogue choice, it doesn't mean I want to have a PC who is
outwardly friendly. I might want someone who is very reserved, or stoic (i.e. the Mark Meer ME2 complaints).
I might want to be harsh
without being visibly angry - there are people who are like this.
Certainly these are all
reasonable assumptions about character behaviour... but they predefine your character.
[quote] I think it's not as much about "emotionless state" but about having ability to choose the emotion in question, with selection covering as wide as possible range of choices.
It's quite different from being forced to put up with single voice that may be not to your liking and/or not fit the character you're playing.[/quote]
But in your case, I would be forced with a
certain kind of expression. Now, I don't have a problem with this. But that emotional outburst that
you think is appropriate to my character might not be; and so we have the problem that you say PC VO creates.
[quote]TheMadCat wrote...
First person in dialogue exchange and
various camera angles in third person for more cinematic scenes is a
step back how? What does doing dialogue in first person have to do with
the cinematic presentation? [/quote]
It removes
entirely the reaction of the PC. An entire conversation in first-person, from start to finish, has
no reaction from the PC.
In a conversation that is between the PC and most often one other NPC, by going first person you have just removed half of the conversation.
[quote]TheMadCat wrote...
Again, how does shifting to first
person during dialogue echange restrict enviorment interactions which
can be done in seperate cutscenes? [/quote]
As I said before: this gives you the schizoid camera. I think I see the problem, though.
You're thinking of environmental interaction as some kind of scripted action that would be appropriate for a cut-scene (like walking up to a door and pushing it).
I'm talking about stuff people
do while talking, i.e. lying back in a chair and throwing a ball around in their hands, or back and forth between the two people speaking.
Now, obviously there isn't an RPG on the market that has done this. But this is what I think the goal
should be, and first person works against this by removing the PC as a ''character'' from the conversation. This is why it is a step back.
[quote]Again, they can. Any interaction that goes beyond the word
selection from the PC can be done through a cutscene with the NPC
speaking during said cutscene if necessary. [/quote]
Which goes
right back to schizoid camp and soulless PC. Are we going to have the PC express any kind of emotion during that cut-scene? If yes, we have the predefined emotion problem I already mentioned to tmp. I think there is a way around this, obviously, but it isn't something that would work with first person. If we don't have the PC express emotion and instead
stare like an empty puppet, then we haven't avoided the problem of the empty-puppet PC at all.
[quote]Eh? I'm talking about making cut scenes and shifting the camera
from first person to third person (Which has been done), not cure cancer
or put a man on Mars. [/quote]
...
This is my point. You said if we can't think of a good way to do it, certainly developers good. My point is that this isn't rocket science, and if there is a reasonable and easy way to do it, you and I could certainly come up with it.
[quote]Right, neither of which has anything to do with my first
statement which was one way to alievate the problem of the silent PC
lack of emotion is greatly restrict showing the PC, namely through first
person dialogue and over the shoulder shots and other back angle shots
through the cutscenes. [/quote]
And
my point is that by removing the PC you haven't removed the problem at all - you still have a one-sided conversation where only
one person is expressing emotion. Saying ''imagine it yourself'' isn't very different if you have your empty puppet on-screen or not.
Now, having the PC express emotion independent of voice
is an interesting idea, but the problem with that is that you have to predefine the PC somewhat to do it. I'm 100% on board with this (I think a more linear plots and more predefined PCs, at least as compared to DA:O, are a good thing) but not everyone is, and to many people this is precisely the proble with VO. So it isn't really solving the problem that split us into these two camps at all.
[quote]How does showing less of the PC's face and their emotional reactions
create a more pre-defined PC? [/quote]
But you just said we'd show these reactions in the cut-scene. Or am I misunderstanding you?
[quote]Can't this be the case with any view or angle though? Having the
PC doing something that you find inconsistent with your character? Don't
see how that's unique to what I've said.[/quote]
That's my point. When people say, ''the PC is dead and souless in DA:O'' the lack of expression is the problem. Just removing the PC entirely and replacing the PC with nothing doesn't solve the problem at all. People aren't saying - it bothered me I saw a character model that didn't react - but rather - it bothers me that unlike the well scripted companions, my PC did nothing in game - which is not the same thing.
[quote]How does anything I stated create a more pre-defined
character? You've danced with that notion but haven't really shown how
it directly results. Dialogue exchange is done in a first person
perspective, physical interactions are done through cut scenes. All that
would really change from Origins is during dialogue exchanges, you're
in a first person perspective rather then doing the whole
shot-reverse-shot thing where we constantly saw the emotionless PC
people complain about. [/quote]
Like I said: I don't think you understood by what I meant by interacting with the environment.
That being said, like I said before: you're not solving the problem at all with first person.
People don't want the PC off-screen, and aren't complaining about the model. They want the PC on even footing with the NPCs. You're just talking about hiding the souless PC more.
I think the PC in New Vegas was even
more souless and empty than in DA:O. Part of that is how Obsidian designed the game... but part of that is the lack of legitimate interaction between the PC who just dissapears as the game basically
looks like it's trying to talk directly to the player.
[quote]Ok, is that your definition of a schizoid camera? When there are
frequest shifts in the shot? Like in every movie, TV show, or game ever
made? How many times do you see a shot actually manage to hold for more
then 5 seconds in the first place? [/quote]
If it's switching from first-person to third-person at the rate at which
I think is proper for people to react with the environment, i.e. whenever the PC or NPC move or otherwise shift around while speaking, then we're going from 1-st person to 3-rd person every 3 or so seconds, which is confusing and potentially nauseating.
[quote]I'm honestly not sure what you're looking for? I'm guessing you
want visuals and stuff done more along the lines of Fahrenheit.
[/quote]
I've never played this game; I have no idea what that would be like. I'll youtube a clip and get back to you.
Modifié par In Exile, 01 février 2011 - 07:43 .