Cutscene Consistency?
#26
Posté 15 juin 2011 - 09:16
#27
Posté 15 juin 2011 - 09:20
#28
Posté 15 juin 2011 - 09:20
Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
You, sir, are evil.
ME2's system didn't bother me much anyway.
#29
Posté 15 juin 2011 - 09:21
Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
Well the murder knife of DA:O was brought up,
so if there's a limit to the coding, then I'm fine with the Predator winning a "Best Supporting Actor" in Cutscenes
edit: cleaning up what I mean, and I mean the pistol.
Modifié par Praetor Shepard, 15 juin 2011 - 09:35 .
#30
Posté 15 juin 2011 - 09:22
Sheperd , with a locust SMG in hand, strode in very purposly into the Shadow Brokers lair, fixing the gun on his targets very large shadowy figure. Sheperd took notice of the 8 eyes that reflected back in the darkness, and the sudden control nervousness Liara was trying to hold back. So Sheperd, with Carnifex heavy pistol in hand......."
Please Bioware, don't do that again.<_<
Modifié par dreman9999, 15 juin 2011 - 09:26 .
#31
Posté 15 juin 2011 - 09:23
#32
Posté 15 juin 2011 - 09:24
Oh my god:blink:....Your EVIL!!Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
#33
Posté 15 juin 2011 - 09:24
Why Can't the cutscenes track weapons like it does Appearances?Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
#34
Posté 15 juin 2011 - 09:28
Because Appearance don't have different animations. Armor can be put on a frame and tracked with ease. Gun types have their own animation.javierabegazo wrote...
Why Can't the cutscenes track weapons like it does Appearances?Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
#35
Posté 15 juin 2011 - 09:29
Did you really just slam on the people of NWN with this? This cannot be the real Chris Priestly is it?Chris Priestly wrote...
So I was going to come here and post what is happeneing and what you can expect, but reading Bannor Bloodfisst post, and seeing how I am part of a terrible horrible company, I'm just going away now.
After all, that's what we do now, right?
#36
Posté 15 juin 2011 - 09:29
Oh, yeah, that inexplicable weapon-switch. That was weird, too.dreman9999 wrote...
"After Sheperd finish killing the last squads of the Shadow Brokers guards,He finally entered the last door between him and the legendary enigma. With Garrus and Liara at his side, they we're finally face to face with the being himself.
Sheperd , with a locust SMG in hand, strode in very purposly into the Shadow Brokers lair, fixing the gun on his targets very large shadowy figure. Sheperd took notice of the 8 eyes that reflected back in the darkness, and the sudden control nervousness Liara was trying to hold back. So Sheperd, with Carnifex heavy pistol in hand......."
Please Bioware, don't do that again.<_<
Surely these sorts of things are relatively minor bugs, though, right?
#37
Posté 15 juin 2011 - 09:33
Chris Priestly wrote...
10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc
This is garbage. Shotguns, ARs and SRs all use the same pose/anims in ME2. Pistols and SMGs also use the same poses/animations. That's 2 sets, not 10. All you need to do is switch out the gun model and the firing sound and you're done.
#38
Posté 15 juin 2011 - 09:40
Modifié par Skirata129, 15 juin 2011 - 09:40 .
#39
Posté 15 juin 2011 - 09:44
It's not too much to ask for consistency in cutscenes in a game developed by a studio which constantly brags about their attention to detail and cinematic expression.
#40
Posté 15 juin 2011 - 09:49
That's overstating it. You also have to adjust for certain weapons' mechanics. For instance, lots of scenes with assault rifles being fired (Suicide Mission had a few of them, and Zaeed's loyalty mission did too) have them going in full auto, but the Vindicator and Mattock - you know, the two best assault rifles for your squad, and the ones that they're probably going to have equipped - can't do that. So either you have something like the Suicide Mission stuff, where they fire exactly like an Avenger, or you do it like on Haratar and Zorya, where the gun's fired in full auto but with the sound that the regular gun uses (this is incredibly weird for the Mattock in particular). That's more variation. The same goes for SMGs (with the Shuriken's burst fire vs. the Tempest/Locust's rock-and-roll) and sniper rifles (with the Incisor's burst fire compared to the single-shot fire you get with the other three). That's a few more variations right there, and accounting for all of them could change how the cutscenes in question work (thinking Zaeed's futile rage-induced bullet spam on Zorya in the Paragon ending in particular).onelifecrisis wrote...
Chris Priestly wrote...
10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc
This is garbage. Shotguns, ARs and SRs all use the same pose/anims in ME2. Pistols and SMGs also use the same poses/animations. That's 2 sets, not 10. All you need to do is switch out the gun model and the firing sound and you're done.
I don't know how much each of these variations would require in terms of dev time, but I assume it's not insignificant. Would it be nice if cutscenes were more seamless like this? Of course. Is it cause for rage if they aren't? No.
Modifié par daqs, 15 juin 2011 - 09:49 .
#41
Posté 15 juin 2011 - 09:57
daqs wrote...
That's overstating it. You also have to adjust for certain weapons' mechanics. For instance, lots of scenes with assault rifles being fired (Suicide Mission had a few of them, and Zaeed's loyalty mission did too) have them going in full auto, but the Vindicator and Mattock - you know, the two best assault rifles for your squad, and the ones that they're probably going to have equipped - can't do that. So either you have something like the Suicide Mission stuff, where they fire exactly like an Avenger, or you do it like on Haratar and Zorya, where the gun's fired in full auto but with the sound that the regular gun uses (this is incredibly weird for the Mattock in particular). That's more variation. The same goes for SMGs (with the Shuriken's burst fire vs. the Tempest/Locust's rock-and-roll) and sniper rifles (with the Incisor's burst fire compared to the single-shot fire you get with the other three). That's a few more variations right there, and accounting for all of them could change how the cutscenes in question work (thinking Zaeed's futile rage-induced bullet spam on Zorya in the Paragon ending in particular).onelifecrisis wrote...
Chris Priestly wrote...
10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc
This is garbage. Shotguns, ARs and SRs all use the same pose/anims in ME2. Pistols and SMGs also use the same poses/animations. That's 2 sets, not 10. All you need to do is switch out the gun model and the firing sound and you're done.
I don't know how much each of these variations would require in terms of dev time, but I assume it's not insignificant. Would it be nice if cutscenes were more seamless like this? Of course. Is it cause for rage if they aren't? No.
I'm not raging at the lack of weapon consistency in cutscenes (I already said earlier in the thread it's not important to me). I'm raging at the BS. I hate being BSed.
As for the weapon mechanics, it's a doddle. At certain points in each scene, Shepard (or whoever) fires. If he's using an auto weapon a burst is fired, if not then a single shot. It doesn't even need to be coded seperately - all of this info is in the weapons config file, which means the whole thing could be softcoded easily. All they need to do is put in the cutscene that Shepard fires here, here, and here.
I've been a software developer for 14 years. This is nowhere near as hard a CP makes it sound. They would need 2 mocap sets, that's all. Nothing else would need to be duplicated, and certainly nothing would need to be done 10 times.
Modifié par onelifecrisis, 15 juin 2011 - 10:01 .
#42
Posté 15 juin 2011 - 09:58
#43
Posté 15 juin 2011 - 10:26
#44
Posté 15 juin 2011 - 10:35
I always play a Soldier or Biotic Shepard. In either case, he never uses those little 3-burst firing guns. He either has a simple hand cannon or a locust. And yet every now and then (for the most part of the game) I see him using that stupid little weapon I wouldn't pay a credit for.
Sure, whatever, keep cutscenes with Shepard to weilding just one weapon if you must. But make the weapons ones WE'RE carrying. It's a real eyesore to see him pulling out a weapon he never uses for me. Very distracting.
C'mon Chris, don't patronize. It's not cool beans.
#45
Posté 15 juin 2011 - 10:41
I'm not saying check to make sure Jack is using the GPS over the Eviscerator, but if you're going to dedicate the resources to putting her in a cutscene, can't you at least make her be using a shotgun?
I don't care if it's not the specific weapon they're using, but each squadmate should have a weapon type they pull out in cut scenes.
Ashley: Assault Rifle
Kaiden: Pistol
Wrex: Shotgun
Garrus: Assault Rifle
Liara: Pistol
Tali: Shotgun
Miranda: SMG
Jacob: Who cares, nobody ever uses him
Grunt: Shotgun
Jack: Shotgun
Mordin: Pistol
Samara: Assault Rifle
Thane: SMG
Zaeed: Assault Rifle
Kasumi: SMG
Legion: Assault Rifle
#46
Posté 15 juin 2011 - 11:08
Very few other games have managed to get this working properly anyways.
#47
Posté 15 juin 2011 - 11:08
What really annoyed me was that in some scenes, like when I try to talk to Samara on the Normandy, instead of seeing her face when she responds to me, I see only the Observation Room door and hear her respond. And of course there are those occasional cut scene when the hands of a character (such as Wrex or Joker) pass through supposedly solid objects, like the character's face. I am nit picky.
#48
Posté 15 juin 2011 - 11:15
Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
That is really evil Chris . Couldn't you just make a lot of cutscenes and have all the different weapon tech modded weapons kept during cutscenes?
#49
Posté 15 juin 2011 - 11:28
Chris Priestly wrote...
The surest way to promise cutscene cosistancy with weapons, is to offer a very limited number of weapons to choose from. So instead of needing to create 10 versions of the same scene with assasut rifle, pistol, sniper rifle, etc, etc, we just give you pistols. That way, your cutscenes are consistant.
That really what you want?
I suppose we could cut a lot of story and dialog to make room for all teh different weapon based cutscenes. Would that be better?
what happened to adding extra features (kinect) wasn't going to cut into story and dialogue?
#50
Posté 15 juin 2011 - 11:37
Jesus. Look I understand, if you want to do cutscenes a certain way then thats your prerogative, and that's fine. But just say that if it's the case.
There's no need get so defensive with comments like that towards the community. We all love ME, we're all on the same side, and th OP raises a legitimate question.
Christ, he even said it's a minor issue but he was after people's feedback...





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