I didn't read the entire thread, but wanted to toss my 2 coppers into this conversation.
I'll start by stating my general philosophy where cinematics in video games are concerned:
less is more.
Every time I see my protag on screen, I am taken out of the role-playing experience and into the "watching an interactive movie experience". While I enjoy films, watching a film is supposed to be a different experience than role-playing in a game. The heavier the use of cinematics in games becomes, the more they become interactive movies rather than role-playing games.
HallowedWarden wrote...
Addai67 wrote...
I think people have already stated numerous times where having the camera focus on Hawke was a drawback. People talk about the lifeless Warden, but there's risk in having the PC show facial expression that doesn't fit with the player's imagination. So just limit those camera angles. I'd rather not see my PC at all than see her react inappropriately.
I agreed with your first paragraph, too, but I wanted to comment on this.
I agree very much with this. The over-the-shoulder shot with the Warden meant that you could imagine your own facial expression on your character. If you're shocked, your Warden could also be shocked. Considering that you're at an angle where you're almost in the same position as your Warden (facing the speaker), and the face isn't shown, helps convey that your Warden could be reacting in the same way that you are. It's like near-first person, and I think that helps. Showing a blank Hawke, or a Hawke conveying a reaction that doesn't match how you want Hawke to react, both situations can be very damaging to one's enjoyment. It takes away that feeling that this is actually your character because said character is doing something you wouldn't want them to be doing.
This. So very much this. I would love to see more over-the-shoulder angles and even direct first-person views - and it seems that quite a few folks in this thread are indicating that Hawke's reactions were sometimes out-of-character for the Hawke they wanted to role-play.
I think it may be much easier to allow players to initiate conversations with companions anywhere if the shots were more first-person with the companion in a full close-up and an out-of-focus background. The background could use different generic palettes depending on the location.
Far too often, the triggering of cutscenes interrupts gameplay and takes control away from the player. When a cutscene triggers immediately before a battle, your previously positioned companions are now all standing there with you instead of where you left them. When a cutscene triggers immediately after a battle, you are not able to collect the spoils of victory (loot the corpses). In many cases, if your party falls in battle, you have to replay a cutscene/dialogue repeatedly until you can get through it. Not fun. Anything you can do to help the player initiate when a cutscene is triggered (like clicking on an NPC) would be very much appreciated.
One of my favorite uses of cutscenes in games is to show us what is happening off-screen, for example Loghain and Arl Howe's scenes in DAO.
DA2 delivered a perfect opportunity for heavy use of these during the time skips between acts. I always found it difficult to wrap my head around the idea that 3 years had supposedly passed from one act to the next, and the game design didn't help much, because you went from the last scene in one act to the first scene in the next act with no sense of any break in time. It would have been truly brilliant and innovative, imho, to have used cinematic montages to "
show, not tell us via codex entries" what had happened during those time skips. A collection of short clips and still images to fill in those blanks.
For example:
- Hawke getting the mansion, inviting the Bodahns, getting settled in.
- GW sibling's joining and going out to slay some spawn with a couple of other wardens.
- Bethany passing her harrowing, settling into the circle, and taking on apprentices.
- Carver swearing in as a templar recruit and proceeding with training.
- Leandra out shopping and having some gentlemen coyly flirt with her (could have been a nice lead-in to the dialogue where she says she's thinking about getting married again)
- Dog charging Aveline's guardsmen in training
- The conversations between companions that we were instead shown when we went to their homes to talk to them could have been used here instead.
- Aveline and Donnic's engagement and wedding.
- Varric trying to get out of merchant guild meetings, and conducting his other business.
- Anders healing people, working on his manifesto, plotting with the mage underground.
- Fenris brooding while he watches spiders build webs in the pile of wine bottles at his feet.
- Merrill working on the eluvian and going out alone at night where Varric's friends protect her while she remains oblivious.
- The card games we only hear about.
- Isabela getting drunk, getting hit on, looking for the relic.
- Hawke and LI having a romantic dinner, cuddling by the fire.
- Any other scenes that could have filled in the blanks and shown us what they were doing during the timeskips.
It would have been a lot of additional work, I know, but I have no doubt that your talented animation team could have made it truly brilliant. And I feel that it would have enhanced gameplay much more than some of the cinematic scenes we did get.
Thank you for this thread - your interest in our feedback is very much appreciated.
ETA - a few examples of some first person cinematics that I think could have brought the player into the game at a much deeper level:
- Leandra's Death - a brief scene of Hawke approaching her and taking her into her arms, then cut to Hawke's POV. You would be seeing Leandra up close as you are holding her while she is speaking.
- Post-coital dialogue with Merrill - Show Merrill lying in bed alongside Hawke from Hawke's POV. It would be a shot of Merrill lying in bed, but it would be vertical because you are lying next to her. I think that would draw the player into the scene much more than watching both of them as an observer.
Modifié par Pasquale1234, 05 septembre 2011 - 07:43 .