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Videogames are not movies, get over it


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#101
Siansonea

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ishmaeltheforsaken wrote...

JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


The scene where Huon kills his wife is the most grievous offender for me.

What I LOVE is when a "really cool and awesome" sequence is directed via dialogue. Rescuing Feynriel and throwing the murderknife in the kidnapper's eye was a crowning moment of awesome for my character.


I saw the Huon scene as a third-person omniscient scene, where your Hawke arrives just seconds too late to stop him. If the scene was triggered before you turn the corner into the Elven Alienage, and showed Hawke's late arrival a little more clearly, I think it would have worked better.

#102
Medhia Nox

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@JohnEpler - I don't think this is exactly what you're asking - but I'll throw it in.

All That Remains (at least I'm pretty sure that's the "mom quest").

Two choices come along that I believed had altered the quest. The first, is when your mom states that now that the Hawke family has the estate - maybe she'll start dating. The first response is: "I just want you to be happy." But there's also a negative response that suggests you don't want her to date.

I chose: "I just want you to be happy."

Then, with the Kirkwall Killer - I felt that my uncompromising assault on the Blood Mage who was also trying to track down the killer - had undermined my ability to find him.

As an aside - being forced to "Wait until night." when you find the lilies seemed like madness. It should have just been a "Kirkwall during the day" quest you could go right to.

====

Anyway - when I felt that my mother had died because of my choices - I felt that the quest was REALLY powerful. I got all hopped up - even called a good friend of mine to praise the storytelling and how Bioware had told this complex story about how my desire for my mother to be happy... combined with my uncompromising idealism (against Blood Magic) actually caused my Hawke's moms death... trying to be a good guy ended badly. I felt it was REALLY great storytelling.

However - then I realized that there's no way out of it. That my "choices" had no impact at all. And - I just didn't care. I felt like it was some "morality tale" about how dark and grim Kirkwall was being pushed down my throat. I shut off.

=====

As for an actual cut-scene.

When I'm trying to broker a truce between Orsino and Meredith and Anders comes marching in and pretty much literally steals Act 3 for himself.

#103
John Epler

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Let me clarify - I'm looking mostly for those moments where you felt cinematics took control away from you as a player, and more importantly, why you felt that was the case. For example, if you felt that to be the case at moment X, what was it you felt the cinematics caused your Hawke to do that you wouldn't have done?

#104
Louis deGuerre

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JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


Several times we are given the option to refuse a quest...only to end up with Hawke doing the quest anyway.This makes the player feel powerless to shape events and makes Hawke look like a fool.

If you want to railroad the player don't give the option to refuse at all, that's way better than breaking the immersion like that.

#105
AlexXIV

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JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!

I can't really think of any cutscenes right now. Mostly I didn't like not to have 'my' dialogue option before the cutscene. Well yeah the death of the first sibling was rather forced. To the point it doesn't make sense really. No sense in your sibling charging on his/her own and no sense in Hawke just watching.

#106
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@JohnEpler well the only thing i can say is that the game was way to emo for my lieking if i wanted deppresion i would stick to real life

as for the less control well *thinks about it for half an hour* not being able to save bethany i liked her more than carver he was so whiney but thank you for letting me have a chance to kill the idiot really phumbs up for that
also the romances felt off somehow....

#107
Khayness

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Warheadz wrote...

Really can't answer that, Epler, since Hawke didn't feel like my character at any point. It felt like an entity whose mind I gave suggestions.


I feel the same.

But I have no problem with that. Immersion gets sacrificed on the altar of cinematic presentation.

The Elder Scrolls/Fallout 3-NV PCs feel more like my characters.

#108
Marionetten

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Louis deGuerre wrote...

JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


Several times we are given the option to refuse a quest...only to end up with Hawke doing the quest anyway.This makes the player feel powerless to shape events and makes Hawke look like a fool.

If you want to railroad the player don't give the option to refuse at all, that's way better than breaking the immersion like that.

This is true. The illusion of choice was particularly harmful in Dragon Age II as I ended up needlessly reloading several times thinking there was a different conclusion when there wasn't one. This hampered my enjoyment of the game tremendously.

#109
John Epler

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Just to clarify - the feedback I'm looking for here is more cinematic specific. Writing-related feedback, while fair feedback to give, isn't really my department - I'd like to have a list of things that people felt worked and didn't work, cinematically, so we can take a look and see if there are any common threads that we can try to address in the future.

#110
Alex Kershaw

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Carrots and oranges are completely different yet they share a certain similarity - the colour! Movies and Bioware games are completely different but they share a certain similarity - focus on story.

#111
Louis deGuerre

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JohnEpler wrote...

Let me clarify - I'm looking mostly for those moments where you felt cinematics took control away from you as a player, and more importantly, why you felt that was the case. For example, if you felt that to be the case at moment X, what was it you felt the cinematics caused your Hawke to do that you wouldn't have done?


Letting Bethany be taken peacefully by the templars after slaughtering dozens before that scene.

Freeing her from the hostage takers and off to the circle with Bethany again.

Orsino going emoharvester.

If you're on the pro-mage sequence you're facepalming hard each time.

#112
Foolsfolly

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JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


You know, I've never thought about it.....so....I'm sure I'm going to forget something but only one moment really sticks out.

The "Hawke Cannot Deliver A Commander Shepard Speech" bit near the end of the game. I imagine the game checks against a personality score and gives a certain speech based on personality. It was jarring since it's this big speech to rally the companions and the player has no control over what to say.

Hawke (and Shepard) both speak when not prompted to and 95% of the time I'm fine with it. But this was one of those times where it was something big and meaningful and I kinda wanted to choose things to say.

Best interactive Shepard speech was the one after becoming a Spectre and taking over as CO of the Normandy SR-1 in Mass Effect 1. That allowed for mixing and matching different things together, with small cinematics and swelling music. It was the best interactive speech.

But one of the Suicide Mission speeches is better (the leaving a rearguard behind speech to be exact) but that has fewer choices. A trade-off in order to sound epic, I imagine.

But I can't think of a cutscene or something where the game took away from me. The game can actually stand to be a little more cinematic from time to time.

#113
rcollins1701

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JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


I think it would first be best to outline the difference between player agency and metagaming. I'm sure a lot of people are going to point to quests like "All That Remains" as an example of where their agency was limited, but I think there's a big difference between not being able to prevent certain outcomes (even those the player may not like) and having limited agency.

That being said, the only scene where I winced was after the fight with Hayder with Isabela. I had been playing a sarcastic Hawke, and right after the fight, he scolds her by saying something like, "Stab first, ask questions later?" However, I didn't really fault her and felt that Hawke shouldn't either. There were other little scenes like that where Hawke reprimands someone in a way that I didn't think Sarcasto-Hawke would.

Modifié par rcollins1701, 19 avril 2011 - 03:29 .


#114
Jerrybnsn

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ME2 the ship battle with the Normandy and the Collector's ship. I sat there for more than five minutes, maybe more, watching it on an HDTV 54" with my mouth open going, "Whoa!"...then after it was over I had to remember I had a controller in my hand and to start playing again..

Then I thought, that battle was so awesome, why couldn't I have been part of that?

#115
AlexXIV

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JohnEpler wrote...

Just to clarify - the feedback I'm looking for here is more cinematic specific. Writing-related feedback, while fair feedback to give, isn't really my department - I'd like to have a list of things that people felt worked and didn't work, cinematically, so we can take a look and see if there are any common threads that we can try to address in the future.

The only thing I could say about cinematics that they were not long enough, didn't contain enough action (as in opposite to static cutscenes). I would have liked more cutscenes that give that epic battle feel like running, jumping, dodging Hawke. Anything that is moving and would make great in a fan made trailer. I realize they are exceptionally difficult to make and costy.

I can't say that any cutscene really misinterpreted my Hawke actually. I especially liked the better mimics as in facial expressions, etc. Yeah, I think cinematics as such are nothing really to complain about in DA2. Well with the exceptions that more events should have been 'shown' with cinematics instead of being 'told' by Varric.

#116
errant_knight

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JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!

Every conversation where the camera switches away from the person you're speaking to and to 'yourself.' You instantly stop being your character and become an outside observer watching other people. At that moment, Hawke becomes an NPC. We're no longer him/her, we're the camera.

Modifié par errant_knight, 19 avril 2011 - 03:26 .


#117
Alex Kershaw

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Not sure what kind of feedback John Epler is looking for but:

What I didn't like was how every single interaction between companions had to be a big production. I want to be able to go and have a chat with a character about their past, their opinions, etc, etc. I don't want it to pop up in my quest journal then be a big production where 2 or 3 lines of text are said. This makes the different choices seem forced and less natural. In Origins, I would select one of five dialogue choices in a conversation initiated by me and it felt like my questions or answers were directing the conversations in the path I wanted to. I don't actually know whether or not there were more or less choices in the companion conversations in Origins but it certainly felt like it was very natural. The dialogue wheel and voiced PC both hinder this though. Also, having every interaction as a cinematic obviously takes more resources.

You probably want feedback on the actual cinematics themselves though and not when they should be used... In that case I thought all the cinematics were really good. No problems with how the cinematics actually looked, other than the ridiculous nature of some of them (e.g. woman who I cannot mention in spoiler forum jumping 200 feet into the air). I disliked looking at Hawke's face as he spoke from an outside view because this is a role-playing game, but this again all comes down to the voiced PC I suppose. Still, if you're sticking with the voiced PC, it could still work surely to see over the shoulder/first-person as in Origins?

Modifié par Alex Kershaw, 19 avril 2011 - 03:29 .


#118
Medhia Nox

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@errant_knight: that was probably closer to what he was looking for than what I gave him and that's great.

Unless Bioware really wants to revolutionize RPGs and bring back the "True Ensemble" cast where you make, and play, the whole party.

#119
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JohnEpler wrote...

Just to clarify - the feedback I'm looking for here is more cinematic specific. Writing-related feedback, while fair feedback to give, isn't really my department - I'd like to have a list of things that people felt worked and didn't work, cinematically, so we can take a look and see if there are any common threads that we can try to address in the future.


Want a sandwich?

#120
AlexXIV

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errant_knight wrote...

JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!

Every conversation where the camera switches away from the person you're speaking to and to 'yourself.' You instantly stop being your character and become an outside observer watching other people. At that moment, Hawke becomes an NPC. We're no longer him/her, we're the camera.

Hm many people would argue the opposite. That they liked that. I for example don't play as the protagonist, so watching him/her doing things or his/her face is actually preferred to just seeing the back of his/her head. So that the camera showed more of Hawke and not just the people he/she talked to was actually a point I thought an improvement to DA:O.

#121
Foolsfolly

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AlexXIV wrote...

JohnEpler wrote...

Just to clarify - the feedback I'm looking for here is more cinematic specific. Writing-related feedback, while fair feedback to give, isn't really my department - I'd like to have a list of things that people felt worked and didn't work, cinematically, so we can take a look and see if there are any common threads that we can try to address in the future.

The only thing I could say about cinematics that they were not long enough, didn't contain enough action (as in opposite to static cutscenes). I would have liked more cutscenes that give that epic battle feel like running, jumping, dodging Hawke. Anything that is moving and would make great in a fan made trailer. I realize they are exceptionally difficult to make and costy.

I can't say that any cutscene really misinterpreted my Hawke actually. I especially liked the better mimics as in facial expressions, etc. Yeah, I think cinematics as such are nothing really to complain about in DA2. Well with the exceptions that more events should have been 'shown' with cinematics instead of being 'told' by Varric.


Like the Arishok battle.

I love the Arishok. I love his voice. I love his writing. I love his design. I love the Arishok.

But he has one of the worst fights in the game. All you do is kite the guy, hit a bit and run, the hide behind the pillars. Then hit and run...oh look he's drank another potion!

When the guy finally goes down, it's been an ordeal but it's hardly been cinematic or visually interesting. And it cuts to the guy on the ground dying.

It felt like there should have been something worthy of the Arishok there. Something with Hawke having a cool finishing move at least (like the Ogre from the beginning). Something to give the Arishok the send off he deserved instead of 10-20 minutes of running around a room, chugging potions whenever we both could.

#122
Avissel

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errant_knight wrote...
Every conversation where the camera switches away from the person you're speaking to and to 'yourself.' You
instantly stop being your character and become an outside observer watching other people. At that moment, Hawke becomes an NPC. We're no longer him/her, we're the camera.


Except for the fact that it's something that happens in all RPGS with conversation systems since games stopped using isometric camera perspectives.

Modifié par Avissel, 19 avril 2011 - 03:38 .


#123
Medhia Nox

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If these games are going to go with "more action" - "less RP" then I'd prefer that combat was more like God of War.

Let me fight the Arishok with some manipulations of my keyboard. Flash: "Hit ?" on screen and let my Hawke interact with the Arishok... not just kite the blighter all around the board playing some "streamlined" version of a WoW boss (which, are already streamlined versions of... let's say, Zelda bosses)

#124
Foolsfolly

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AlexXIV wrote...

Hm many people would argue the opposite. That they liked that. I for example don't play as the protagonist, so watching him/her doing things or his/her face is actually preferred to just seeing the back of his/her head. So that the camera showed more of Hawke and not just the people he/she talked to was actually a point I thought an improvement to DA:O.


I agree.

Likewise, in Origins when a Companion/NPC would talk to the Warden I did not like the foot away camera because it made me feel that the Warden was not an actual living character in the universe. It felt like the NPC was talking through the Warden and to me.

I don't like the Bethseda NPC stares directly into my eyes talking either. That also makes me feel like my character's not a real character, just an extension of me, the player. Just a step above a cursor since I can decorate it.

I like the camera changes in DA2. It helps ground Hawke in the world. I like seeing emotions on Hawke's face, the eyes move from one character to another. Stuff like that makes Hawke feel real and not just a tool I'm using to interface with the game.

#125
Dragoonlordz

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JohnEpler wrote...

I've actually got a question for you guys - what scenes in DA2 did you feel took too much control away from you as a player? We've actually taken things out of scenes before because we felt that some players might look at it and say 'Hey, my Hawke would never do that!' so I'm interested in hearing where you felt we missed the mark in DA2. The more specific the examples, the better!


Apart from the obvious ones I felt took too much away control wise, such as race options (there was no reason imho why the champion of Kirkwall couldn't of been an Elf or Dwarf even a Qunari), took too much away from the appearance customisation for me for companions (personal preference only). But also the time skips took way too much away from the continuality of story for me, the start of game took away any bonds being formed with the family by not giving them any background prior to kill them off one by one. The fact they were killed off one by one regardless of your actions (2 out of 3).

The ending where you removed the control by making Anders do what he did even if you never helped him or did help him, then gave us three options good/diplomatic/bad (if picked diplomatic or 1/3 of the choices, you got repeat of same phrase previously spoken and then push the same choices again without the middle option). You took away the quality of interaction between yourself the player and the companions and replaced with timed quests a couple for each companion.

The dialogue system itself where you took away the option of think before speak approach where you say what want to say and replaced with guess what Hawke will say based off an emoticon, this removed player control (also seporate issue of wasn't a UI based on fantasy world styling it felt like a scifi bubble from both UI and font, styling point of view but thats a general gripe that bright beat'em up style colours of the UI/scifi bubble didn't fit with a fantasy game form). Even the Arishok baby sit quest where you were forced to do it removing even after or the result the ability to take revenge instead making us let her walk out regardless if we actual choose the option saying we want to kill her for her actions.

The whole game is based on concepts of removing the players control, well congratulations it worked but the result is my Hawke (of which I play first person in RPG as opposed to third person) ended up me thinking I have no control this fly on the wall game left me feeling I watched someone else in contrast to almost all other recent games you have made which had opposite effect (personally).

Muzyka and Zeschuk say the difference in the two games' dialogue systems is one of perspective, literally. After fielding questions about Dragon Age's approach at GDC 2009 in San Francisco earlier this year, the two came to the conclusion that the reason Mass Effect's dialogue system doesn't work well with Dragon Age (they tried it) is because the latter is first-person and the former is third-person. Change perspectives, and the entire game changes with it.

In Mass Effect, a third-person game, you take a character and mold them into a new person, directing the character rather than fully inhabiting her or him. As you play, you're able to watch that directed person act in the game, speaking with the voice you have helped shape. But in Dragon Age, you don't watch the conversation because you are the conversation. After the success of Mass Effect, Muzyka and Zeschuk say they thought about applying the dialogue system to all their games but soon realized that different experiences call for different approaches.

"We talked about this for months, and we did all kinds of analysis," says Zeschuk. "Really we see it as a step sideways. It's actually about presenting different flavors of games."

In part, the flavor difference between Mass Effect and Dragon Age is one of artistic approach (among many other factors). The vision for Mass Effect was intensely cinematic, from the depth-of-field effect in conversations to the camera angles, music and dramatic effect of the on-screen actions of your character. In Mass Effect, you tell Shepard to do something, and then you watch him or her act.

"It's that little bit of surprise because you just don't feel like you're in complete control of it, whereas in Dragon Age, you are that character. That is you. You're doing it. Everything is you," says Zeschuk.

It's that subtle but distinct difference that makes Mass Effect's dialogue system a poor fit for Dragon Age: Origins, Muzyka and Zeschuk say, and it's a choice they think players will find natural when they finally get behind the controls. Additionally, the Dragon Age system, because it's not tied to a relatively small graphic with a maximum of five or six choices, can offer far more conversation possibilities than its third-person cousin.

"For those four to six choices you get, there are probably four to six times more you don't see that would be totally different depending on your origin choice, your choices up to that point in the game, whether you're male or female, and a variety of other things," says Muzyka. "It's about the role you're playing. Are you playing a set role, or are you playing a role you've defined yourself?"


Sums up the changes you took had an effect both Ray and Greg pointed too in that interview. The end result turned out just like they thought it would (for me). Now I don't know what made them switch stances for DA2 (maybe you drugged them or EA had some influence) but they were spot on with regard to the effect it would have by changing the concepts and methods (for DA2 had this effect on me).

Even in ME2 the added effect of allowing the interaction or player control to continue in the way of interupts worked well enough to give some more control to a small extent but it doesn't change the fact the whole system did not feel fantasy setting based for me.

Modifié par Dragoonlordz, 19 avril 2011 - 04:00 .