John Epler wrote...
They break the game for you. Do I think we can take steps to bring back a lot of interactivity? Sure. I'm proud of what we did on DA2, but I do think that, at times, we went too far in the 'cinematics' direction. There are reasons for it, of course, but the end user doesn't really care about those reasons.
I care about those reasons. Those reasons might highlight something I'm missing. Maybe there's a cost (even an opportunity cost) associated with my suggested design that I haven't considered.
I don't believe in rhetorical questions. If I ask why something was done a certain way, I'm looking for answers.
What they care about is an experience they can enjoy, and I can certainly get behind putting more into in-world interactions and activities.
Are we going to get rid of the cinematics entirely? No. And if that's a deal breaker for you, so be it.
The best game BioWare ever made (and one of my five favourite games of all time) - Baldur's Gate - had cinematics. Cinematics, in and of themselves, are not a deal-breaker.
John Epler wrote...
And interactivity is important. I don't disagree with that in the slightest. Nor do I think that you'll find anyone on the team who disagrees. That being said, cinematics serve a purpose - and as much as we'd like to make them more interactive, there are technical limitations, as you've said. In the interim, while they're not interactive, I think there's value in looking to other non-interactive visual media in terms of techniques and how to evoke certain emotions.
Okay, here's where I think you're heading in the wrong direction.
For example, your cinematics currently use techniques like rack focus to move the viewer's focus of attention around within the scene. I think you need to remember during these scenes that the viewer's point of view is his character's point of view (or, at least, it might be), and if you take control of what his character's focus of attention is you're redcusing player agency.
As such, I would implore either to stop using depth of field effects, or at least find a way to let us turn them off.
Cinematic tricks of the sort to which you refer were developed for use on an outside observer - someone outside the scene. A roleplayer, though, isn't outside the scene.
There's a reason why things like the rule of thirds or left-to-right progression exist, after all, and it'd be silly of us to not recognize and respect the reasoning behind these rules.
Absolutely, but remember that reasoning was designed around a passive medium. Not all of those rules are directly transferrable.
Also, if I may, I'd like to ask for a switch (perhaps during character creation) to disable all cinematics featuring events that occur away from the PC. If the PC doesn't know about those events, showing them to the player can be detrimental to roleplaying. I'd love to be able to avoid those cutscenes. If I'm going to make in-character decisions, I don't need out-of-character background information.