Aller au contenu

Photo

Cutscene Consistency?


  • Veuillez vous connecter pour répondre
96 réponses à ce sujet

#76
onelifecrisis

onelifecrisis
  • Members
  • 2 829 messages

javierabegazo wrote...

-Moderator edit:
Do not respond to posts with comments like "Fail harder." This is considered flame bait, and is a punishable offense if repeated enough.
-


Well it's nice to know that something is considered flame bait by the mods! B)

#77
Knight_47K

Knight_47K
  • Members
  • 278 messages

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?





:devil:


really you mean to say after I bought Kasumi DLC, all the cutscenes with shepard holding a submachine gun were redone with a Kassa Locust. Maybe that's why it was such a big DLC.

I know you are a good guy mr evil pressly but from time to time you try to pull a laidlaw on us, don't do that.

That's not how that cutscenes work. You know it, we know it, the developers know it. Fix this ****. And don't make lame excuses.

#78
Demigod

Demigod
  • Members
  • 360 messages

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?





:devil:


As the op seems to be talking about ingame cutscenes not prerendered you could check 3 variables. you would only really need 3 for the guns. 2 for companion weapons and 1 being for shep linking to a list of weapons with what ever mods are attached. You could have more to check for armor and mods as well but that again is just 3 variables with linked lists.

Modifié par Demigod, 16 juin 2011 - 07:10 .


#79
Omega Torsk

Omega Torsk
  • Members
  • 1 548 messages
Small annoyance and unimportant in the grand scope of things. I'm somewhat in agreement with Priestly, here. Immersion is great, but some things need to just be overlooked. Yeah, seeing your adept using an assault rifle in a cutscene warrants a double-take, but just pretend that he/she grabbed the another weapon (or borrowed a team member's). I would rather Bioware focus on expanding the story elements and providing more choices than focus on re-shooting the same scene 10 times for the sake of consistency with something as small as using the right and currently equipped weapons in a cutscene...

Besides, this will barely even be a problem anymore, since Bioware stated in GameInformer that they would be removing weapon-restrictions based on class. Every class can use the same type of weapons (the only limit would be the amount they can carry).

Modifié par Omega Torsk, 16 juin 2011 - 07:33 .


#80
kaiki01

kaiki01
  • Members
  • 543 messages

Omega Torsk wrote...

Small annoyance and unimportant in the grand scope of things. I'm somewhat in agreement with Priestly, here. Immersion is great, but some things need to just be overlooked. Yeah, seeing your adept using an assault rifle in a cutscene warrants a double-take, but just pretend that he/she grabbed the another weapon (or borrowed a team member's). I would rather Bioware focus on expanding the story elements and providing more choices than focus on re-shooting the same scene 10 times for the sake of consistency with something as small as using the right and currently equipped weapons in a cutscene...

Besides, this won't even be a problem anymore, since Bioware stated in GameInformer that they would be removing weapon-restrictions based on class. Every class can use the same weapon (the only limit would be the amount they can carry).


1) My problem with weapon consistency is that ME handles armor consistency. And, I am not technically knowledgable enough to forgive why ME can handle armor so well and weapons so poorly.

2) In ME3 we may/probably hit the problem where Shepard will be shown holding a weapon that he did not take on the mission. As I understand it, All Shepards will be able to use ARs, but not carry all the weapon types. So I can imagine a cut scene that starts, Shepard is shooting his AR, the cutscenes transitions into gameplay and your Shepard is holding his Shotgun as he only has that and his pistol. Just a hypothetical example that seems probable.

#81
DocLasty

DocLasty
  • Members
  • 277 messages

kaiki01 wrote...

Omega Torsk wrote...

Small annoyance and unimportant in the grand scope of things. I'm somewhat in agreement with Priestly, here. Immersion is great, but some things need to just be overlooked. Yeah, seeing your adept using an assault rifle in a cutscene warrants a double-take, but just pretend that he/she grabbed the another weapon (or borrowed a team member's). I would rather Bioware focus on expanding the story elements and providing more choices than focus on re-shooting the same scene 10 times for the sake of consistency with something as small as using the right and currently equipped weapons in a cutscene...

Besides, this won't even be a problem anymore, since Bioware stated in GameInformer that they would be removing weapon-restrictions based on class. Every class can use the same weapon (the only limit would be the amount they can carry).


1) My problem with weapon consistency is that ME handles armor consistency. And, I am not technically knowledgable enough to forgive why ME can handle armor so well and weapons so poorly.

2) In ME3 we may/probably hit the problem where Shepard will be shown holding a weapon that he did not take on the mission. As I understand it, All Shepards will be able to use ARs, but not carry all the weapon types. So I can imagine a cut scene that starts, Shepard is shooting his AR, the cutscenes transitions into gameplay and your Shepard is holding his Shotgun as he only has that and his pistol. Just a hypothetical example that seems probable.


Armor consistency is easy. It's just a skin thing. Different weapons need to be held in different ways. As Casey said, they would have to make separate scenes.

#82
Dave666

Dave666
  • Members
  • 1 339 messages

Omega Torsk wrote...

Small annoyance and unimportant in the grand scope of things. I'm somewhat in agreement with Priestly, here. Immersion is great, but some things need to just be overlooked. Yeah, seeing your adept using an assault rifle in a cutscene warrants a double-take, but just pretend that he/she grabbed the another weapon (or borrowed a team member's). I would rather Bioware focus on expanding the story elements and providing more choices than focus on re-shooting the same scene 10 times for the sake of consistency with something as small as using the right and currently equipped weapons in a cutscene...

Besides, this will barely even be a problem anymore, since Bioware stated in GameInformer that they would be removing weapon-restrictions based on class. Every class can use the same weapon (the only limit would be the amount they can carry).


Where that argument kinda falls apart though is when you remember that every single class can use a Pistol. The only reason for Shepard to be using an Assault Rifle (which only one class can use by default) in a cutscene rather than a Pistol (which every single class can use) is that an Assault Rifle 'looks cooler'.  Rule of Cool anyone?

Had they simply used Pistols in cutscenes I don't think that anyone would have complained.  Those who play a Soldier would more than likely have accepted it as a resource thing.  Every class has a Pistol and it was easier to use them and it made sense for every class.

#83
Il Divo

Il Divo
  • Members
  • 9 775 messages

Dave666 wrote...

Where that argument kinda falls apart though is when you remember that every single class can use a Pistol. The only reason for Shepard to be using an Assault Rifle (which only one class can use by default) in a cutscene rather than a Pistol (which every single class can use) is that an Assault Rifle 'looks cooler'.  Rule of Cool anyone?

Had they simply used Pistols in cutscenes I don't think that anyone would have complained.  Those who play a Soldier would more than likely have accepted it as a resource thing.  Every class has a Pistol and it was easier to use them and it made sense for every class.


I actually have to agree with this. All the encounters with Saren did manage to make using a pistol feel badass, so I don't see why a mandatory switch to Assault Rifles was necessary.

On the other hand, while soldiers might have the 'option' as well, I can see players having complaints about this, especially if they have  never so much as fired their pistol in combat. There's always going to be that lore inconsistency to consider. 

Modifié par Il Divo, 16 juin 2011 - 07:41 .


#84
kaiki01

kaiki01
  • Members
  • 543 messages

Il Divo wrote...

Dave666 wrote...

Where that argument kinda falls apart though is when you remember that every single class can use a Pistol. The only reason for Shepard to be using an Assault Rifle (which only one class can use by default) in a cutscene rather than a Pistol (which every single class can use) is that an Assault Rifle 'looks cooler'.  Rule of Cool anyone?

Had they simply used Pistols in cutscenes I don't think that anyone would have complained.  Those who play a Soldier would more than likely have accepted it as a resource thing.  Every class has a Pistol and it was easier to use them and it made sense for every class.


I actually have to agree with this. All the encounters with Saren did manage to make using a pistol feel badass, so I don't see why a mandatory switch to Assault Rifles was necessary.

On the other hand, while soldiers might have the 'option' as well, I can see players having complaints about this, especially if they have  never so much as fired their pistol in combat. There's always going to be that lore inconsistency to consider. 


I would settle for the "I havn't used that weapon in combat" inconsistency over the "I don't physically have that weapon on my person" inconsistency.

#85
Tamahome560

Tamahome560
  • Members
  • 934 messages
Just make sure no magical assault rifles spawn on squadmates ... anything else does not bother me.

#86
kaiki01

kaiki01
  • Members
  • 543 messages

Tamahome560 wrote...

Just make sure no magical assault rifles spawn on squadmates ... anything else does not bother me.


^ This is also a plus.

#87
Ahriman

Ahriman
  • Members
  • 2 022 messages
Thane with magic rifle was fun, but I can tolerate this since I understand reasons for that. I wonder, are they going to use new blades in cutscenes? I suppose that could add a bit to class diversity in cutscenes.

#88
JayhartRIC

JayhartRIC
  • Members
  • 328 messages
Even if they had decided to just use the pistol in ME2, that won't fix ME 3 because only the soldier will have all four weapons. Every other class will have 2 or 3 out of the four.

#89
aksoileau

aksoileau
  • Members
  • 882 messages
Kind of harsh chris lol.

#90
Eurhetemec

Eurhetemec
  • Members
  • 815 messages

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?





:devil:


So Chris, you're specifically saying that Mass Effect's cutscene technology means that if you use a different model for the weapon, you have to re-do the entire cutscene? Despite the cut-scene not being pre-rendered, but using in-engine rendering.

Really? Because in that case, it seems like your cutscene technology is severely outdated, given that other games have been able to do what you're saying is extremely difficult (simply replacing the weapon model) for over a decade. You absolutely should not need to re-animate or re-build an entire cutscene because of a weapon change. In fact, isn't DA2's engine capable of simply replacing weapons in cutscenes? I'm pretty sure that it is. So why isn't that of Mass Effect?

If you're saying "Should Shepard only use pistols in cutscenes?" well, yes, that'd be much better than Shepard randomly having a low-end assault rifle when your class can't even use them.

If you're saying "Lol maybe we should take all the guns out of the game and only leave u with pistols?!", as it appears you are, then that makes absolutely zero sense as an argument. All you have to is limit the weapon show in a cutscene to pistols.

#91
Someone With Mass

Someone With Mass
  • Members
  • 38 560 messages
I'm sorry if I'm wrong, but creating four stances, one for each weapon class (or maybe fewer, since some weapons can be used in the same way) doesn't sound that difficult.

#92
Ahriman

Ahriman
  • Members
  • 2 022 messages

Eurhetemec wrote...
So Chris, you're specifically saying that Mass Effect's cutscene technology means that if you use a different model for the weapon, you have to re-do the entire cutscene? Despite the cut-scene not being pre-rendered, but using in-engine rendering.

He says that it's impossible to use same animation for pistol and riffle. I suppose.

#93
Waltzingbear

Waltzingbear
  • Members
  • 577 messages

Wizz wrote...

Eurhetemec wrote...
So Chris, you're specifically saying that Mass Effect's cutscene technology means that if you use a different model for the weapon, you have to re-do the entire cutscene? Despite the cut-scene not being pre-rendered, but using in-engine rendering.

He says that it's impossible to use same animation for pistol and riffle. I suppose.

Conard's nose would have to agree.

#94
Eurhetemec

Eurhetemec
  • Members
  • 815 messages

Wizz wrote...

Eurhetemec wrote...
So Chris, you're specifically saying that Mass Effect's cutscene technology means that if you use a different model for the weapon, you have to re-do the entire cutscene? Despite the cut-scene not being pre-rendered, but using in-engine rendering.

He says that it's impossible to use same animation for pistol and riffle. I suppose.


That doesn't really make sense, given he says "10 versions", when there are only 5 weapon-types, and 2 are one shape (pistols/smgs - one-handed and fairly small), and the other 3 are the other shape (shotguns/ARs/SRs - two-handed and quite big). So really we should be talking about 2 versions, if that.

The point is, though, his "solution" is ridiculous. He proposes removing the guns from the game entirely. That's illogical - in fact it's an actual logical fallacy - a false dichotomy*. If their cutscene tech is really that poor, he could simply solve the entire problem just by only having Shepard use pistols in cutscenes. In ME1, this is what they did, and it wasn't a problem. In ME2, in MOST cutscenes it's what they do, it's just that there are few random cutscenes where Shepard and friends are suddenly wielding Assault Rifles, despite the fact that most characters in the game can't even use them.

The other problem is that in both ME1 & 2, most scenes (but not all?) don't show the actual pistol you're using, and it seems like 2011, you should be able to fix that.

* An analogy would be if your leg got a minor infection, and you wanted it to be healthy. Dr Priestley, it seems would suggest you had two choices - endure the infection or chop the entire damn leg off. Antibiotics be damned!

Modifié par Eurhetemec, 16 juin 2011 - 08:41 .


#95
Lumikki

Lumikki
  • Members
  • 4 239 messages

javierabegazo wrote...

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?


:devil:

Why Can't the cutscenes track weapons like it does Appearances?

Good question? What's the differece between those?
Does appearance affects cut scene motion as change animation?

Oh damm. Others talked this allready..

Every different type on weapon would require they own animation in the scene cut. While appearance doens't change it as animation is same.

Example think about hand positions, they aren't same for every different type of weapons.

I will take the one cut scene only, if i get more content because of it *smiles*

Modifié par Lumikki, 16 juin 2011 - 09:27 .


#96
Vicex

Vicex
  • Members
  • 107 messages

Eurhetemec wrote...

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?





:devil:


So Chris, you're specifically saying that Mass Effect's cutscene technology means that if you use a different model for the weapon, you have to re-do the entire cutscene? Despite the cut-scene not being pre-rendered, but using in-engine rendering.

Really? Because in that case, it seems like your cutscene technology is severely outdated, given that other games have been able to do what you're saying is extremely difficult (simply replacing the weapon model) for over a decade. You absolutely should not need to re-animate or re-build an entire cutscene because of a weapon change. In fact, isn't DA2's engine capable of simply replacing weapons in cutscenes? I'm pretty sure that it is. So why isn't that of Mass Effect?

If you're saying "Should Shepard only use pistols in cutscenes?" well, yes, that'd be much better than Shepard randomly having a low-end assault rifle when your class can't even use them.

If you're saying "Lol maybe we should take all the guns out of the game and only leave u with pistols?!", as it appears you are, then that makes absolutely zero sense as an argument. All you have to is limit the weapon show in a cutscene to pistols.


Only have pistols in cutscenes is just as bad as the inconsistency if you were to ask me. Either way, an answer from someone else that does not come off as making people who think this is a good question look stupid would be nice.

#97
Paulinius

Paulinius
  • Members
  • 589 messages

onelifecrisis wrote...

On a related note, it'd be nice if BW would turn down the cutscene powers to something slightly less ridiculous. Jack can't take on a single Vorcha alone, let alone four heavy YMIR mechs.


Oh, Jesus Christ this. There was too many cut scenes in ME2 where one of your teammates is shown to be an unstoppable badass, then in actual gameplay they get taken down by a single husk.

Me: Oh noes, a scion and a bunch of husks.
Jack: I got this, I took down 4 YMIR mechs on my own.
Me: Ok, I'll deal with the scion. Jack, you handle that one husk who looks like he has cancer and a broken hip.
Jack: I'll throw you like a toy! Leroy Jenkinssss!
Me: How's it going over there, Jack?
Jack: Ahhhhhhhhh!
Harbinger: Your minons have failed, Shepard.