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 .