[quote]David Gaider wrote...
Cinematic dialogue can happen "out in the world" if it's a place where we can be certain of the location. It won't be wherever and whenver the player feels like, however. That's simply not on the table.[/quote]
Therefore, dialogue shouldn't be cinematic.
The logic is simple.
Non-interactive dialogue is a complete non-starter. It shouldn't ever happen.
[quote]David Gaider wrote...
You can have "unstaged" dialogue... but if you use pre-set cameras without knowing the area you're working in you run the risk of cameras being blocked by objects or other area geometry. The only realistic option in those instances is to go with a single camera showing the character directly in front of the PC and never switching.[/quote]
You've had games before where the camera was smart enough to zoom in automatically if it was going to pass through a wall or the edge of a level. ME's camera does this.
Why can't the cameras do the same thing during cinematics? Why do cinematics require 'pre-set" cameras?
And if you must use cinematics and cutscenes, please let us disable depth of field effects. John talked about how this was entirely possible before DA2 came out, but also mentioned that DA2 wasn't likely to have this feature because Programming was overtasked. I'd like to see this feature prioritised for future titles.
[quote]Mike Laidlaw wrote...
Exactly the point. Banter presents dialog in one way. Cinematic dialog presents it in another. The two are consistent in the quality of presentation they provide: one is completely interruptive to free play and a different "mode" for the game, the other is layered cleanly on top of gameplay with minimal interruption except the interruption you choose to create for yourself by pausing to listen.[/quote]
Interactive ambient dialgue is basically what I want all dialogue in the game to be. I don't want cinematic dialogue ever. I would rather play a game with NWN's dialogue system than with DAO's dialogue system (and either is vastly superior to DA2's dialogue system).
[quote]Let me try to give an example to help explain. If we allow conversation with followers anywhere, we have to write and create conversations that work
anywhere. This means Merril can never glance at her book. Fenris can never throw a wine bottle.[/quote]
Fenris could always throw a wine bottle. If Hawke can magically produce the murder knife out of nowhere, Fenris can create wine.
[quote]Mike Laidlaw wrote...
[quote]fchopin wrote...
What about having a toggle to show the full text of what our character will say? is there any chance of this happening?[/quote]
I'll consider it.[/quote]
What about having a toggle to disable the PC's voice?
[quote]Mike Laidlaw wrote...
Poster: "I want to be able to do EVERYTHING."
Dev: "We can't do everything."
Poster: "But you could do everything if you just did X"
Dev: "Then we could not do Y."
Poster: "I don't care about Y / I don't value Y as highly as X / X would make the game better for me"
Dev: "Understandable, but we've chosen to consider Y a priority. That said, we will be doing Q, which goes some way to X."
Poster "Q is not enough / Q is a dumb approach / Q is not X, and I really want X"
Dev: "Understandable, but in the interests of giving people an answer, we are going with Q."
Poster: "Not enough! You do not listen to your fans!"[/quote]
I would like to think that I usually explain (in considerable detail) why Y is a bad idea and will prevent any number of other valuable features from working in the ways they have previously.
[quote]Mike Laidlaw wrote...
[quote]Andaril78 wrote...
And we have big problems with your banter system. Why? Because the PC is almost 100% of the time in the front BUT the party banter is behind you.[/quote]
I'm aware of this problem, and we will be looking into it.[/quote]
Easy solution. Put the subtitles in the UI, rather than floating over the characters' heads.
Might I suggest a text box? While you're at it, maybe drop some combat feedback in there, too.
[quote]Brockololly wrote...
Thats a big one but just another thing absent in DA2 for no apparent reason. I'd love to have the dialogue log back and maybe even add a combat log.[/quote]
Yes, this. Very much so this.
[quote]phaonica wrote...
I wonder if the dialog choices would be more intuitive if tied to actions instead of tones. For example, instead of 'diplomatic' and 'sarcastic' our option icons would be more like: agree, disagree politely, disagree agressively, insult, joke, comfort, etc.[/quote]
This is certainly something worth investigating.
[quote]rak72 wrote...
I don't think anyone is saying no to cinematic[/quote]
I am.
Modifié par Sylvius the Mad, 07 août 2011 - 09:18 .