I figure, why not post some more in response to Mr. Epler's query? Probably said some of it before, but surely reiterating it all isn't a bad thing?
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?
Hmmm..... I doubt I can really separate the two personally, because generally when autodialogue occurs I have a problem with it. Just as much, I have a problem with the expressions along with it or actions performed.
But.... hmmm... okay, here's a non-dialogue example. While I don't personally
mind Hawke kicking in a door in Legacy, I wasn't a fan of it either, because it seemed unnecessary and seemed like it was done only to be there.
Had I tried to open it normally and the door wouldn't budge and then I picked a "Break it down/Bust it in" option, then I'd be okay with it.
John Epler wrote...
2) Things you wanted to see more of. We've gotten some good feedback from you guys about the 5 different killing blows at the end of Legacy, and we'd definitely like to do more of that (though they may not always be quite as unique as those five, the idea that each weapon-type gets its own little flair is something we believe adds to the experience). But stuff like that.
I'd like to see those killing blows revert to not being presented as cutscenes/cinematics. At least, for moments where it would probably feel like a bad mix. I don't know why, but it just doesn't feel right when Hawke went from battle to cutscene kill on the Ogre, wherein the scene sort of cut away badly into another (IMO).
I suppose for Corypheus and Prosper, their kill style moments felt better because the scene naturally progressed into some level of follow-up. Had it just been Archer Hawke killing Corypheus and then reverting back to gameplay, that would've been odd. But Archer Hawke's kill moment led to Corypheus' possession of Larius/Janeka.
So it felt more natural.
But even so, I wasn't a fan of the Ogre kill being a cutscene only thing. I guess what really got to me was the lack of killing animations in gameplay, which may have made that one instance seem more off as a result. Though I would've simply appreciated it as a gameplay one.
Then there's the High Dragon one, which I don't feel really served much of a purpose other then to be there as a cinematic style. I would've preferred that as just a gameplay animation, due in part to how fast it seemed to progress in cutscene style IIRC. It seemed to go way too fast, whereas in DAO it would slow down so you could see the badassery in action.
I dunno. It's kinda hard to explain. Maybe if you chip away at this section of my post with a jackhammer, some acid, and some explosives you might understand a bit more what I'm trying to say. To be honest, I feel kinda selective about which ones I liked.
The Archdemon's genuine killing animation and the Mother's (for a Mage, anyway. The rest were pretty bad in execution) I liked, probably because A) I got a Dragon animation for the former, kinda adding on to how I weakened it for the kill and

because they didn't seem to have many problems in overall design regarding it. Perhaps because they were the final bosses? I can't say really.
There's a certain level of badassery I get when my Warden jump kills an Ogre in gameplay, rather then as a cutscene. And when I do the same to the Broodmother as well.
But something about the cinematic way of killing them sort of... takes away from that badassery, y'know? I suppose it adds to how I'm just
watching a character kill someone, rather then feeling like my character is doing that.
And aren't RPGs about making the character yours, rather then watching someone else's?
John Epler wrote...
3) Moments where you noticed a lack of/opportunities for ambient storytelling. What's ambient storytelling? Glad you ask! It's those times where stuff happens around you while you're walking around, and it helps tell the story. Clear as mud. More specifically, it's those little touches like when you see guards patrolling on a wall, or a smith in a forge moving from his anvil and back again. This is something we'd like to push more in the future, and examples where you guys thought to yourself 'hey, why is X not happening?' would be useful. This last point is a tricky one - engine limitations exist. But still. That's our problem, not yours.
I'm gonna list moments from both games where there's a lack of stuff happening and what I think should happen:
1) Wade not working on his forge, and as an extension not looking the part of a blacksmith. I'd expect a blacksmith to look more.... dirty I guess? It's heavy work.
2) Lack of people at merchant vendors. Take for instance FFXII -- my go to reference for many aspects of game design. In it, you had merchant stores where people were
examining the wares. If I had a screenie to post of it, I would. But suffice to say, you'd have a few people examining swords. Wade's store -- and hell, every store in both games -- suffered from a lack of people. Wade's store was empty and as a result felt empty.
3) More often then not in DAII, I'd attack a gang and the Guardsmen would just waltz on by as if nothing was happening. Never mind how I couldn't even get the quests to clean up the city's gangs from the guardsmen themselves.
4) Musicians could do a lot to set up an area's feel. It'd be nice to traverse a city's streets and see musicans playing the area's music. IMO.
5) Vomit and fighting. To elaborate, the Hanged Man would feel more..... down to earth I guess you could say if I saw people getting into bar brawls and puking in corners of the bar.
6) Butchers' shops and other vendor types. Why is it that all of the shops we see in-game are armorers and traders, but we never see any stores that sell food? I'd personally like to see food become an item we can use, but barring that I'd simply like to see butchers, fishmongers, and grocers. Skyrim and Alice: Madness Returns had these.
7) Dockworkers actually working on the docks. Look at Balfonheim Port in FFXII for further information.
8) At a military fortress, seeing people actually practicing their skills would be great. Redcliffe Castle and pre-battle Ostagar had this, but Vigil's Keep was notably lacking.
9) Weather effects.
10) Citizens commenting on stuff we''ve done in-game. If I save Noble A, then maybe some stories should float around the town about how Noble A almost got killed, but some Dashing-yet-Douchebag Hero saved him, provided Noble A would have some importance later on -- meaning the consequence to saving him would appear later on in-game and be appropriately handled, and thus would be wrapped up nicely with no need for import issues.
11) MOAR ANIMULZ. Squirrels, chickens, insects, dogs, cats, horses, deer, wolves, etc. Even if I can't ride a horse, just seeing one would go a long way.
12) Masons actually working with stone. Vigil's Keep had the soundfiles to make it sound like work is being done, but due to a lack of animations and a lack of NPCs present, it felt still and lifeless. I would've gotten more satisfaction out of building a fortress from basically scratch if I actually
saw people working on it. Hell, having Voldrik direct people would've also helped, where he's saying "No put that over there you sodding imbecile!" and "That's good right there!" and "Lorian! Go help Devan/Tal/John over there" and the like.
Even if it was on randomized repeat, those lines would do a lot.
I recommend reading more
here
Editado por The Ethereal Writer Redux, 07 julio 2012 - 02:12 .