craigdolphin wrote...
Seriously David, what you wrote suggests to me that you're looking to restore that opportunity to initiate dialog as I'm hoping for: at least to a limited degree. If so, then great. My level of pessimism would be markedly reduced if so.
I would imagine that having fully cinematographic dialogs in hubs/locations, mixed with some player-initiated (talking head) conversations, and NPC-initiated banter would be a perfect mix. Am I engaging in wishful thinking/interpretation here?
It depends. The problem, at least in part, is that we use terms that we are familiar with but which you might not be.
For us, cinematic dialogue is the "full dialogue" that Mike refers to. You speak to someone and the camera zooms in to the type of dialogue you're familiar with: you get the conversation wheel, the camera angles, the animatics, etc. Ambient dialogue is the sort where people are speaking, but you're still fully in control of your character. Party banter is ambient, as are many one-line interactions (or "barks", as we call them).
The technical hurdle I referred to is that ambient dialogue doesn't offer the possibility of player interaction. If we can solve that hurdle, then we can use ambient dialogue to a greater degree as regular (if non-vital) communication. If not, we still intend to have it play more organically (a la Legacy). Regardless of how that breaks down, you're correct to a degree: fully cinematic dialogue would happen in a hub (or at least a location that we know for sure is where you'll be-- Alistair speaking to the PC outside of Redcliffe is an example of this sort of use), and more of it would be player-initiated. If it's dialogue that can literally happen anywhere, like Mike said it's not going to be cinematic.





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