Arkitekt wrote...
Oh so you actually believe that mass effect isn't your real life?
That, and I'm sick of hearing people whine about something insignificant breaking the "immersion" all the damn time.
Arkitekt wrote...
Oh so you actually believe that mass effect isn't your real life?
Cornughon wrote...
Catsith wrote...
Because it's not important to Bioware, and it never has been. They do it in the Fable games.. and the Witcher games, all of Bethesda's games, and pretty much every other RPG series I can think of, but apparently Bioware just don't know how to do it or could care less about it.
Actually Morrowind just had stationary npc's, aside from the one who runs up to you and that one out-of-his-mind Khajit who ran away.
Naltair wrote...
lazuli wrote...
It's easier to animate NPC interactions with their environment, leading to more realistic dialogue and cutscenes, when the developers know where the NPC's will be. This is why all dialogue (if it can even be called that) in, say, Oblivion, is rather static and bland.
Face zoom and the world freezes while talking always kind of bugged me.
Someone With Mass wrote...
Arkitekt wrote...
Oh so you actually believe that mass effect isn't your real life?
That, and I'm sick of hearing people whine about something insignificant breaking the "immersion" all the damn time.
Catsith wrote...
Cornughon wrote...
Catsith wrote...
Because it's not important to Bioware, and it never has been. They do it in the Fable games.. and the Witcher games, all of Bethesda's games, and pretty much every other RPG series I can think of, but apparently Bioware just don't know how to do it or could care less about it.
Actually Morrowind just had stationary npc's, aside from the one who runs up to you and that one out-of-his-mind Khajit who ran away.
I was referring to the random NPCs that populate cities and other hubs, not important quest NPCs. I know it's important for Bioware to keep quest-givers stationary because of the cinematics, and that's perfectly fine. But they do need to do a better job at giving more life to their cities and hubs.. Omega is a beautiful area, but nobody moves. Same with all other areas. I think it would really enrich the game overall if they added a little life.
Did they? The only thing I remember about Kirkwall is how it never seemed to change over the course of that decade...IndigoWolfe wrote...
Dragon Age 2? People moved all the time.
Someone With Mass wrote...
Arkitekt wrote...
Oh so you actually believe that mass effect isn't your real life?
That, and I'm sick of hearing people whine about something insignificant breaking the "immersion" all the damn time.
The Spamming Troll wrote...
Someone With Mass wrote...
Arkitekt wrote...
Oh so you actually believe that mass effect isn't your real life?
That, and I'm sick of hearing people whine about something insignificant breaking the "immersion" all the damn time.
i feel sorry for you then.
you really are missing out.
Actually it's kind of a cinematic. It's built with the engine, but it's no gameplay. Because you can't interact with this area, it's possible to give the random NPCs a walk order.PetrySilva wrote...
Those places are small and we don't know if Bioware can implement something similar to Assassin's Creed. So, I would say say it's a design choice.
Plus, they don't stay still. Watch Miranda's loyalty mission ending and you will see a lot of people walking.
IndigoWolfe wrote...
Dragon Age 2? People moved all the time.
The Spamming Troll wrote...
i feel sorry for you then.
you really are missing out.
stonbw1 wrote...
I've noticed NPC that you may encounter are always stationary. I've searched the forums and am sure this has been discussed, but just can't find it. Is this a development issue or a design choice? Similar games wherein you talk to a stranger to initiate a side quest move around. Heck they also have just random, non-story characters walking around too (e.g. Red Dead). Just curious and you guys know more about game development than I do. Thanks.
Obviously you know nothing of game design.Arkitekt wrote...
Nothing to do with "game engine" or "processor power", obviously this is bollocks.
And what do you think is controlling the; transition to cinematic perspective, lightinf and positioning. The game engine. Which is the unreal engine. It's common knowledge to those in the know what the strong points of the unreal engine are.Arkitekt wrote...
It all has to do with cinematics. Everytime you speak with someone you get a cinematic approach: the camera angles, the lighting, the position.
Why wouldn't it be possible from a technical point of view ? Please enlighten me.Arkitekt wrote...
If you are allowed to have these conversations in other "points" in the map, the camera may be completely off (inside walls, or other NPCs), the lighting completely atrocious, the movements incompatible with the surroundings. They plan each "talk" with all these things in mind, so of course you can't **** with this by having these NPCs wander in the game.
Besides, it doesn't break the immersion. Not for me at least.
Arkitekt wrote...
Also, if you have moving NPCs, then if you stay around, you'll watch them go in circles, and then it becomes just stupid.
Arkitekt wrote...
If you are allowed to have these conversations in other "points" in the map, the camera may be completely off (inside walls, or other NPCs), the lighting completely atrocious, the movements incompatible with the surroundings. They plan each "talk" with all these things in mind, so of course you can't **** with this by having these NPCs wander in the game.
whywhywhywhy wrote...
Obviously you know nothing of game design.Arkitekt wrote...
Nothing to do with "game engine" or "processor power", obviously this is bollocks.And what do you think is controlling the; transition to cinematic perspective, lightinf and positioning. The game engine. Which is the unreal engine. It's common knowledge to those in the know what the strong points of the unreal engine are.Arkitekt wrote...
It all has to do with cinematics. Everytime you speak with someone you get a cinematic approach: the camera angles, the lighting, the position.Why wouldn't it be possible from a technical point of view? Please enlighten me.Arkitekt wrote...
If you are allowed to have these conversations in other "points" in the map, the camera may be completely off (inside walls, or other NPCs), the lighting completely atrocious, the movements incompatible with the surroundings. They plan each "talk" with all these things in mind, so of course you can't **** with this by having these NPCs wander in the game.
Besides, it doesn't break the immersion. Not for me at least.
Oh really ? Ignoring the fact that my question may have been an attempt to better understand your position, how does asking a question invalidate or even incinuate I've abandoned my position ? So which question in particular caused this misunderstanding ?Arkitekt wrote...
Great, you utterly missed the point. Again, this feature doesn't exist *because engine / CPU*, something that you even acknowledge in your last question (at least have the decency of being consistent).
So are you saying that it would be impossible to provide the proper lighting in any other spot ? ok I'll ask you again, What technically prevents this in thegame right now ? And are you saying the above couldn't be properly implemented in the game engine in regards to walking NPC's ?Arkitekt wrote...
This feature does not exist because it would create huge problems given the way these cinematics are designed. They have distinct and subtle lighting, and these characteristics come from lights being place in very well studied places in order to make the overall scene a good scene.
You responded that it had nothing to do with the game engine and processing power, that's technical. I don't want you pointing back to game comparisons like *durp durp graphics durp* You challenged something technical, respond to it technically.Arkitekt wrote...
To see this, compare cinematics between ME1 and ME2. In ME1 they clearly hadn't perfected the mechanic, but they did in ME2.
This is nosense now your talking level design issues vs game engines issues.Arkitekt wrote...
Problem is, if you have conversations in different spots, you either have the lights "aligned" with the cinematics, with potential errors in the context of the scene (lights coming from places that should be darker, for instance), or you have lights that are "contextual" to the map, and then you will have a conversation that is potentially very badly lit. There is also issues with the cameras and such.
So are you saying you know for fact walking npc transition cinematic perspective view interaction code is not implemented in the game engine ? Or that it is ?Arkitekt wrote...
All these limitations are not limitations of the engine, but of game design.
Modifié par whywhywhywhy, 23 août 2011 - 06:49 .