In short: They don't care enough for this feature to pour the necessary resources into its implementation. (They worded it a bit more diplomatic -but that's pretty much it).
Modifié par GreenSoda, 23 août 2011 - 06:51 .
Modifié par GreenSoda, 23 août 2011 - 06:51 .
Arkitekt wrote...
Oh so you actually believe that mass effect isn't your real life?
By assuming that the game engine has the function but isn't used you try to regulate the missing feature as a game design issue. But I contest this, if it wasn't intended as a feature it would never have been implemented into game engine to begine with that's a waste of man hours.
Also if the feature was implemented but not used because of deficiencies these could easily be overcome in code.
So that would mean the game engine doesnt support the feature. I figured as much.GreenSoda wrote...
BW actually already adressed this very issue (it has been brought up before in other game forums).
In short: They don't care enough for this feature to pour the necessary resources into its implementation. (They worded it a bit more diplomatic -but that's pretty much it).
whywhywhywhy wrote...
So that would mean the game engine doesnt support the feature. I figured as much.GreenSoda wrote...
BW actually already adressed this very issue (it has been brought up before in other game forums).
In short: They don't care enough for this feature to pour the necessary resources into its implementation. (They worded it a bit more diplomatic -but that's pretty much it).
wetnasty 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.
Then.. go play those games instead. Problem solved.
Next question?
Modifié par Elton John is dead, 23 août 2011 - 07:50 .
...except, no it does not mean that...like...at all.whywhywhywhy wrote...
So that would mean the game engine doesnt support the feature. I figured as much.GreenSoda wrote...
BW actually already adressed this very issue (it has been brought up before in other game forums).
In short: They don't care enough for this feature to pour the necessary resources into its implementation. (They worded it a bit more diplomatic -but that's pretty much it).
Trolling ? Cause I disagree ? hmm, no. At anyrate what you've admited here proves my point. The game engine is the reason the features aren't implemented, because as you admit it technically could be implemented. If the features aren't built into the game engine how could the game engine not be a reason for the features the op described ? If they swapped out a game engine to support the features it could be turned on, if this isn't possible in me2 it's because the game engine doesn't support it. A response by the Devs that the feature wasn't worth the resources is further proof of this.Arkitekt wrote...
Either you are trolling me or you are actively misunderstanding my point. There is no technical limitation that prevents cinematics happening with moving NPCs.
It could be implemented in a smart manner that doesn't require every position of lights and camera's to be recalculated by using several static locations. Not that the other way wouldn't work as well. It's not as hard as you think but one way is more effiecient then the other which draws into the "processing power" statement. We won't know if the features could be implemented without a significant draw on resources needed for other features.Arkitekt wrote...
It's not a matter of technical limitation, it's a matter of a whole new approach to it, which involves a very big lot more work, in order to encapsulate every single new "position" that we may experience in the cameras, lights, etc.
your absolutely wrong. If the game engine was more advanced and had the features do you think level design would prevent it's use ? Keep in mind a cinematic perspective camera view was implemented in several earlier engines.(edit:along with moving npc's) If the ME2 eninge wasn't one that evolved from a purely fps engine(despite all the great things done with it)it would have the flexibility needed. But most of those great things have to be built/added to the existing game. Why do you assume it's going to have so many problems when the engine used in Outcast apparently got the job done. Right ?Arkitekt wrote...
I never said it was "technically impossible" and that's why I also said that the limitation being the processing power or the engine is also bollocks. And YES, this is a problem of level design as well.
Can a scripting system accomplish that on it's on ? No. It is by extention an extention of the game engine as it can't function without the game engine. Again, it's just a tool to use so you don't have to hard code everything in the engine so you can save time and money. Consider it an add on.Arkitekt wrote...
There is no waste here. NPCs already move in many places. Transition towards cinematics already happen. Slight changes of code that may occur due to camera positioning, lights, etc., merely happen in scripted events, which we can hardly call "the game engine". All the waste resides in your imagination.
It's all relative. I actually have a background in what I'm talking about, video game development isn't easy so maybe I trivialized it by saying that but the only reason the feature doesn't exist is because it's a subtile one vs eye candy. You make it sound near impossible when it would be quite routine, routine..yes that's a better way of putting it. Everything else you say is garbage and saying it angry doesn't make you less wrong. So let's just agree to disagree here because your not gonna convince me of something I have my hands in regularly.Arkitekt wrote...
"Easily"? You don't know what the **** you are talking about. There are a ton of cinematics, with camera placements and movements that are fully dependent on the characters' positioning. If this variable is let loose, you are on for a ride of buggy broken events, lady.
Modifié par whywhywhywhy, 23 août 2011 - 08:03 .
ROFL. "hey don't care enough for this feature" weighted it. "to pour the necessary resources into its implementation" To built it. Because the feature isn't built into the engine. I'd say I'm correct kind sir. Thank you.GreenSoda wrote...
...except, no it does not mean that...like...at all.whywhywhywhy wrote...
So that would mean the game engine doesnt support the feature. I figured as much.GreenSoda wrote...
BW actually already adressed this very issue (it has been brought up before in other game forums).
In short: They don't care enough for this feature to pour the necessary resources into its implementation. (They worded it a bit more diplomatic -but that's pretty much it).
Guest_iOnlySignIn_*
This.ThePwener wrote...
What? A lot of NPCs move in ME2. Pay attention. And if they didn't, why care? They're NPCs.
Modifié par lobi, 23 août 2011 - 08:38 .
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.
Modifié par Medhia Nox, 23 août 2011 - 08:37 .
Guest_Catch This Fade_*
Yeah that makes sense.<_<The PLC wrote...
NPCs moving around was something Bioware had to cut in ME2 because they had to make room for more romances. No word on ME3 yet.
Guest_Rezources_*
heyimacrab wrote...
in fallout the npcs are always moving and at night they walk home and go to bed
fallout has by far the greatest npcs
but mass effect isnt the kind of game were id wanna sit around and admire useless people , im always busy with something in mass effect