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Cinematics and interactive storytelling [Discuss away!]


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#326
Kaisla

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Btw, you guys are way better than Skyrim so please don't change.
keep the romance and create an open world.
i love how you have a family in the game, in Skyrim, you have no face to
who you ARE. ya know?

Bring Anders back..

oh and btw,
I m just a tab bit dissappointed in the ending though,
I wish you could see Hawke actually leave Kirkwall with
her friends. I m also sad to see pretty much all her family die and
that Gamlen dissappears..

#327
RazorrX

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There were several moments in the game that I had a wtf moment due to the cinematics.

Hawke just standing still while grace pulls a staff from her stomach, casts a spell, etc. and Thrask dies. Not doing anything to sister patrice when you get back from the Serebas quest. (Would have been better to have either a different sister and find out there was a small group behind it all or to have the house empty). etc.

But the worse time was when the chantry took Bethany. That scene was when I decided that Hawke was not my character but one I was sometimes given control of. Not only did the chantry take the sister who Hawke has sworn to protect from them, but they offered a snotty threat in the process. And what did Hawke do? Not a damn thing.

"we are taking her."
"Like Hell"
"(snotty comment)"
"okay"

And to make it Cullen who had super plot armor was even worse. Make the fight as bad as Ser Cautherine in Origins, Make it so that even if I won there would be the entire order outside my door, have it be someone other than Cullen, etc. but to have him just stand there, and take it was way off.

Was I allowed later revenge? No. Would I have taken it? yes. Yes as a rogue I would have stalked the ones who took her and gotten my pound of flesh from them. It could have been a whole side quest that was commented on later about how several templars have gone missing or been found dead. Cullen could even ask me about it since they were the exact ones to take bethany away and now all of them are dead.

Was I allowed to kill those rat bastards or die trying? No. Would I have? yes. Would *my* hawke have fought? Yes. Did Hawke in the game do anything? no.

Heck even have her already gone and the mother crying to Gamlen when Hawke returns home, anything but just standing there and watching them take her away.

#328
Megaton_Hope

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Oh man, that side plot about the killer mage. Could that have been resolved in a less morbid and creepifying way, maybe? Just a chance at it early on that you can miss would do.

#329
SkittlesKat96

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Only thing I disliked animation wise (besides the weird animation when Hawke gets the Idol) was how DA 2 was going for more cinematic quality than DA:O but ironically it wasn't really much better or worse cinematic wise imo (in fact I think DA:O was a bit better when it came to the CGI/3d cutscenes)

I think this is just cause its more spread out in DA 2

Modifié par SkittlesKat96, 14 février 2012 - 07:35 .


#330
HeroxMatt

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JohnEpler wrote...


1) Moments where you felt like control was taken away from you by the cinematics. Were there moments where you felt 'hey, that's not something my Hawke would ever do!' that were not writing related. I realize this can be a bit odd of a concept to grasp, so let me reiterate - times where, while the lines and intent of the writing wasn't necessarily a problem, but in the context of the scene your character did something or had a particular expression that just took you out of the moment?


What I never quite liked was how, even if I was a mage, I'd still kill people cinematically with a knife, or something. I don't mind that when playing as a rogue, or even as a warrior, but as a mage I think a spell (or even a good knock over the head with my staff) would have been more appropriate.

#331
ianvillan

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This is probably not your department but I want to mention the Fade sequence, In dragonage 2 the Fade was the templar halls which was kind of dissapointing.

I would like the fade to be a place of otherness that is totaly different from the normal world. in my opinion it should be something that is scary and confusing for the character.

#332
John Epler

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ianvillan wrote...

This is probably not your department but I want to mention the Fade sequence, In dragonage 2 the Fade was the templar halls which was kind of dissapointing.

I would like the fade to be a place of otherness that is totaly different from the normal world. in my opinion it should be something that is scary and confusing for the character.


Yeah, we're aware of how people felt about the Fade, and I can say that there's an understanding that we could have handled it better. So this is an entirely fair point!

#333
ianvillan

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JohnEpler wrote...

ianvillan wrote...

This is probably not your department but I want to mention the Fade sequence, In dragonage 2 the Fade was the templar halls which was kind of dissapointing.

I would like the fade to be a place of otherness that is totaly different from the normal world. in my opinion it should be something that is scary and confusing for the character.


Yeah, we're aware of how people felt about the Fade, and I can say that there's an understanding that we could have handled it better. So this is an entirely fair point!


Too be fair the fade in Dragonage Origins wasnt brilliant either, it was mainly inside of rooms we had seen before.

I just think that i could be so good if you get the right atmosphere.

#334
caradoc2000

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ianvillan wrote...

I would like the fade to be a place of otherness that is totaly different from the normal world. in my opinion it should be something that is scary and confusing for the character.

I disagree somewhat. There are occasions when Fade versions of real locations are understandable. Feynriel was scared of the templars (and specifically being made Tranquil) so the demons using the Gallows as location would make sense.

This also applies to Fade-Weisshaupt in DAO and Fade-Blackmarsh in Awakening.

#335
Tryynity

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I thought DAO Fade was fine
- after all it is supposed to be formed from the memories characters have. A dreamscape, the gaps/inbetween memories was more of an alien landscape, which makes sense to me also.

I liked the Alice in Wonderland feel to DA2 fade
- even though I didnt bother with the puzzle things after a few moments of fiddling, but that is just me. I have the attention span of a flea with things like that. =]

Modifié par Tryynity, 08 mars 2012 - 08:56 .


#336
ianvillan

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caradoc2000 wrote...

ianvillan wrote...

I would like the fade to be a place of otherness that is totaly different from the normal world. in my opinion it should be something that is scary and confusing for the character.

I disagree somewhat. There are occasions when Fade versions of real locations are understandable. Feynriel was scared of the templars (and specifically being made Tranquil) so the demons using the Gallows as location would make sense.

This also applies to Fade-Weisshaupt in DAO and Fade-Blackmarsh in Awakening.


I can see your point and I suppose it made sense to use The templar hall Because of Feynriels fears, I would of liked a bit more to the place, like terryfiying sounds, shifting scenery, something to make it seem no so mundain.

#337
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I'm not sure this is mentioned before because I didn't read everything.
What struck me as odd was for excample during "last of his line" quest when I fought the carta dwarfs in the Docks the people around just kept on doing their thing as if there was nothing going on.
Another thing that was a little annoying for me was that Anders at a point only responded with quest related dialogue. (if you romanced him that can be a bummer)

#338
TEWR

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ianvillan wrote...

This is probably not your department but I want to mention the Fade sequence, In dragonage 2 the Fade was the templar halls which was kind of dissapointing.

I would like the fade to be a place of otherness that is totaly different from the normal world. in my opinion it should be something that is scary and confusing for the character.


Well, you have to understand that the demonic spirits of the Fade seek to emulate the mortal world. So it's going to look something like the mortal world, if only a heavily twisted and not very accurate portrayal. So I can agree that seeing an exact replica of the Templar Hall was a bit.... odd, but you also shouldn't expect the Fade to be composed of completely original landmarks made by Demons.

Because that wouldn't fit the lore.

I have to say though that for DAII's Fade sequence, something about the air of the area felt more appropriate then DAO's.

It's tough to explain what exactly I mean by that.

#339
DarkAmaranth1966

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Well, the fade is a dream of some being, in this case Feynriel's dream, so it makes sense. Now were the game to ask us to enter the raw fade, I'd expect the ever changing, sometime nothingness scary place wrought by only the will of various fade creatures.

Anders is a bummer in act 3. He stops being Anders and becomes nothing but a single minded wanna be martyr.

#340
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The fade was shaped in a way that Hawke could earn the trust of Feynriel so that he could see that it was all an illusion. The keeper did this. This is how I interpretted the dialogue before Hawke goes into the fade. This is the reason why it is situated in the gallows, because Feynriel didn't go there; he went to the Dalish. See the stage it was set as an eyeopener.

And yes DarkAmaranth1966; you are right about Anders. I think it is a pity because in act1 and 2 a lot off effort was made to give his caracter al lot of depth. The only reason I can think of why the writers did what they did was because of the fact that Anders was loosing his fight against Justice and there was almost nothing of him left. For me this left a bad taste...........If there would have been a little more explanation in a cinamatic then it would have been better I think.

#341
John Epler

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The Ethereal Writer Redux wrote...

ianvillan wrote...

This is probably not your department but I want to mention the Fade sequence, In dragonage 2 the Fade was the templar halls which was kind of dissapointing.

I would like the fade to be a place of otherness that is totaly different from the normal world. in my opinion it should be something that is scary and confusing for the character.


Well, you have to understand that the demonic spirits of the Fade seek to emulate the mortal world. So it's going to look something like the mortal world, if only a heavily twisted and not very accurate portrayal. So I can agree that seeing an exact replica of the Templar Hall was a bit.... odd, but you also shouldn't expect the Fade to be composed of completely original landmarks made by Demons.

Because that wouldn't fit the lore.

I have to say though that for DAII's Fade sequence, something about the air of the area felt more appropriate then DAO's.

It's tough to explain what exactly I mean by that.


Well, I think the idea of the Fade is that parts of it are an imperfect reflection of our own world. It's created by Fade spirits from what they're able to glimpse via dreams and the like, so while it may resemble our world in a lot of ways, it's not going to be exact. Plus, there's the raw Fade, where things get a whole lot weirder.

#342
TEWR

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John Epler wrote...

Well, I think the idea of the Fade is that parts of it are an imperfect reflection of our own world. It's created by Fade spirits from what they're able to glimpse via dreams and the like, so while it may resemble our world in a lot of ways, it's not going to be exact. Plus, there's the raw Fade, where things get a whole lot weirder.


Lore-wise, this makes me wonder something: If the denizens of the Fade are the first children of the Maker, then where did they reside? Did they just float around in an endless ethereal void with no land beneath them? Or did they reside in the Black City with the Maker for a time, and when he created man did he cast them out for not being original?

but that's just me speculating. To go back on topic to the actual look of the Fade regarding the look and feel...

If I had to try and explain what about DAII's Fade's "aura" that made me like it more then DAO's, then it would boil down to this:

If you ignore the actual look of DAII's Fade -- meaning the Templar Hall map -- but focus more on just how it feels, with the air and everything, it felt more surreal. Just by standing still, ignoring the whole map itself but focusing more on just the air, it felt more dreamlike then DAO's.

If that makes sense. Probably doesn't.

Part of me also imagines there being a sort-of "land at the bottom" of the Fade thing going on, where if one were to jump off of say... Weisshaupt Fortress and fall, eventually they'd land on ground that just stretched on forever.

Sort of like this DA Fade official artwork actually:

Image IPB

And then if I had to go on about the imperfect replica of actual Thedosian land, then I guess the Blackmarsh Undying would be the best I've seen so far of that:

Image IPB

But that's just what I've seen so far. Like ianvillan said earlier, this doesn't really fit what I'd expect the Fade to look like either. But it's undoubtedly the best I've seen so far and was definitely awesome.

Hmm... this is actually making me craft in my mind what the Fade would look like to me. But anyway, this is all I can really say on the subject right now because it's not something I can easily talk about. Maybe if I gave it more thought I could better relay my feelings on the matter.

Modifié par The Ethereal Writer Redux, 14 mars 2012 - 05:41 .


#343
Brockololly

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I always felt like the Fade should look mostly realistic when its supposed to be somebody's dream when they don't realize they're in the Fade, which can then literally fall apart as they realize its a dream.

I just think its been a pretty big missed opportunity in both DAO and DA2 to do some creative things with the Fade. I'm thinking more like the Scarecrow levels in Arkham Asylum where the game tries to trick the player or like how Eternal Darkness would try and mess with the player's head.

Then visually, the Fade (IMO) should be way more surreal and dynamic. It shouldn't just be a normal landscape with some deformed shrubbery with a ****** yellow filter over it. The sort of raw Fade stuff should have constant motion, looking like something from MC Escher or Salvador Dali.It should be the one area where the artists could go totally crazy and yet its been fairly mundane visually in Origins and especially DA2.

#344
reqent

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I like ambient storytelling but a lot of times it gets in the way of party banter which can be frustrating. It seems like whenever your party starts talking about something interesting or arguing a fight breaks out, you leave the stage, or something else interrupts the conversation. So would I like more ambient storytelling like listening to people barter over some strange magic item yes, but not at the expense of missing out on the party have an interesting discussion.

Sometimes during dialogue scenes it feels like one party member supports one course of action
which another opposes which isn't an issue if the character feels that way but sometimes it feels forced in other words the character wouldn't care or normally would have agreed with the other character. I wouldn't mind having cast members occasionally all agree that you would be out your mind to take one position.

#345
Wulfram

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I feel the fade could do with having more of a sense of impermanence and shifting. Stuff fading in and out of existence, or turning into other stuff.

Maybe also have the overlying graphical effect shift depending on circumstances.

edit:  Totally unrelated point to the earlier, but one thing I would praise DA2 cinematics for is that the cutscenes rarely feel like they're going on too long.  Which considering I'm distinctly impatient with uninteractive stuff in my computer games is pretty impressive.

Only exception is the opening scene with Varric and Cassandra, and that's more because I want to get to Character Creation as soon as I start the game than anything wrong with them.

Modifié par Wulfram, 15 mars 2012 - 09:29 .


#346
TEWR

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I feel the fade could do with having more of a sense of impermanence and shifting. Stuff fading in and out of existence, or turning into other stuff.


That's actually closer then you might think to what the Fade is described as in game. Rather, it's exactly as it's described by Wynne.

In a remark she makes upon entering the Temple of Andraste, her words are as follows:

"By the shifting skies of the Fade... this is... magnificent".

Also, the codex entry on the Fade says it's in a constant state of flux and is ever-shifting.

Modifié par The Ethereal Writer Redux, 18 mars 2012 - 05:28 .


#347
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A little something about Fenris's mansion. After living there for three years the same body's are on the floor. Would be skeletons by now and do not want to think about the smell before that.

#348
TEWR

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Fenris' mansion always bugged me. He lives there for 7 years and doesn't do anything to make it look more... inviting. At the very least he should burn the corpses or bury them. But the whole entire mansion should've gotten a renovation. The paintings placed back in their spots, the roof repaired, the spiderwebs gotten rid of, etc.

If it's a question of money, well that's what Hawke's for. I mean for the sake of the Paragons, Donnic goes there to play cards with Fenris! You'd think Donnic would be creeped out by all the corpses laying about.

#349
Das Tentakel

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The Ethereal Writer Redux wrote...

Fenris' mansion always bugged me. He lives there for 7 years and doesn't do anything to make it look more... inviting. At the very least he should burn the corpses or bury them. But the whole entire mansion should've gotten a renovation. The paintings placed back in their spots, the roof repaired, the spiderwebs gotten rid of, etc.


Well, Fenris does not own the mansion, it always felt more like a hiding place.
As for the rubble and the corpses, perhaps Fenris likes it that way, and goes out of his way to keep it like that. Perhaps once a week he hires the services of a (Templar-supervised) Mage to put preservation spells on the corpses or something.

Hmmm...that sort of sheds a different light on Fenris' character. I knew there had to be something why I never liked him...

(Seriously though, it's almost certainly lack of dev time. In DA:O's Soldier's Peak, they solved this by simply closing off the castle after you finish the quest. Logically, the Drydens would have cleaned up and repaired the place, but that would have required changing the castle's interior).

#350
TEWR

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I actually wish Soldier's Peak had been renovated and we could explore it.

Were it me, I would've made it so the player had a new base they could explore anytime they were there. The player would always have the Camp and if they went to Soldier's Peak all of the companions would be doing their own thing:

  • Wynne and Morrigan would be in the library reading books
  • Alistair, Dog, and Oghren would be in the kitchen
  • Sten would be on the bridge overlooking the mountain, staring off into the horizon
  • Leliana would be practicing Archery while also singing
  • Zevran would be..... Zevran!
  • Shale would be chasing the birds
  • And Loghain would be in another room looking over old maps.
  • The PC -- who is effectively the Warden Commander -- would have Sophia Dryden's office become his office. At least until Amaranthine
I would've also allowed the player to send certain people there to become Wardens. If Jowan could've been recruited like it was originally intended, he would be made a Warden there. Even if he couldn't be a party member, that doesn't mean he can't be a Warden. Then there's also that Dwarf in Orzammar that the player can recruit, though nothing came of it.

Levi and Mikhael would be there still, and the player could even upgrade the base however they wanted. This way, the Warden makes a Warden outpost that has fallen into disrepair usable again.

Um... where were we? Oh yeah! I took us somewhere off the rails.

Modifié par The Ethereal Writer Redux, 18 mars 2012 - 02:16 .