JohnEpler wrote...
And I'm not going to sit here and argue that there weren't awkward moments in DA2. A large part of that is, for most of us, this is all new territory. Fully voiced conversations with choice have existed before (the original Deus Ex being the most immediate example I can think of), but most of the time, cinematics were handled by a dedicated animation team, and happened primarily where the player didn't have any choice. It's sitll an evolving craft, and we've only really been doing it since ME1.
Monkey Island 3 did it first, in 1996. Simon the Sorcerer 2 did it one year earlier, in 1995. Probably there were others before as well, but my memory fails me right now. Though I won't blame you for thinking of RPGs only and not of graphic adventure games.
JohnEpler wrote...
We tried to push things a little further in the DLC - it's always easier to do more when it's a short module, as you tend to have more time for polishing and experimenting. I think we managed it to a certain degree - characters moved around more, although it's still far from natural. And we could still stand to do a lot more with reactions -before- lines of dialogue. Our FaceFX are structured in such a way that they're, by and large, tied to lines of dialogue. Ideally, we'd like people to start reacting at more natural moments - EG, if a character tells another character 'You're an idiot, and I sincerely hope you rot in hell' - well, the other character's going to start reacting at 'You're an idiot'. Right now, they wait until the line is done and then react. There are other examples, of course, but that's one of the most apparent.
You know what would even be better? Knowing if my character will call another an idiot if I pick certain dialogue option BEFORE picking said option, rather than AFTER. What killed any chance at roleplaying in DA 2 was not the voice, was the fact that the paraphrases robbed the player of vital information about the character's actions. What the character says matter. If you can't know what will be said beforehand, you cannot in good sense say that you've had, at any point, controlled the character.
Oh, and before you say you're working on improving the paraphrases, let me save you the time: they can't, by their very nature, be improved. The simple fact that paraphrases have a ludicruously low character space means they can never convey enough information pertaining the choice about to be made, thus they'll either be useless or directly misleading. There are people that is happy with vague hints and the flimsiest barebone structure of dialogue, to avoid running into subvocalization issues. I'm not. And anyone who argues that being surprised by your own character (as opposed to plot developments) is in any way conductive of good roleplaying needs to figure out what character interpretation actually means.
Modifié par Xewaka, 28 février 2012 - 11:34 .