Maria Caliban wrote...
There is nothing more obnoxious than having some dramatic close up in ME or DA2 only to see low resolution textures or a character "acting" with all the subtlety of a muppet. I'd gladly sacrifice cinematics in terms of the camera moving about if it meant giving NPCs more convincing animations and gestures and body language in conversations, while leaving the player in the PC's point of view, something like Human Revolution's dialogue battles.
I'd say you're asking for better cinematics and textures, not less cinematics.
Its a matter of resources- I'd prefer fewer cinematics done better. I don't know if its a one or the other proposition, but in ME3 and in DA2 I didn't feel like the tech held up well under the greater scrutiny that the more cinematic focus brings. So unless they're going to double down on the tech, I don't see the cinematic presentation much of a plus.
Mostly when I'm talking about cinematics, I'm thinking of the camera movements and how the scenes are being framed without any player input. With things like Human Revolution's dialogue battles, they were all from the first person point of view of Jensen, so the focus was always on the body language and acting of the NPC you were speaking to. I'm ok with trying to improve the digital acting of NPCs on a technical level with better animations and better visual fidelity, but I don't necessarily want obnoxious shaky cam or bizarre camera angles and smash zooms and so forth to try and artificially inject "emotion" into a scene. I find that those often just end up becoming a distraction from the story more than anything- that goes for movies too, but especially in games.
Maria Caliban wrote...
But that's more the fault of the story than the story telling. If I don't care about the kid, his death is meaningless. If I don't care about the geth, their death is meaningless. If I don't care about the krogan, the genephage is meaningless.
The story and the storytelling are pretty closely tied. The issue is that because of the manner in which the game is trying to tell the story, it becomes a problem. Having sad piano music and Shepard reaching out to the little kid and talk in a softer tone no matter what is jarring if you don't care about the kid. Same goes for the nightmares and how those are presented. Sure, its as much of a basic story issue in BioWare trying to inject their own personality onto the PC, but its exacerbated by the methods they're using to accomplish that.
Maria Caliban wrote...
Making you care is the writer's job. Music and animation can try to tug at your emotion, but if there's nothing to work with, I can't blame the composer or animator.
Sure, but again, its potentially exacerbating the issue and making something that you could overlook into forced melodrama. Just as much you can credit the animators and composers in supplementing the writing, you can put blame on them when something falls flat. Thats the nature of a cinematic narrative- if it can't hold up in the audio/visual department then thats a problem, more so than if you had a simpler visual presentation.
Modifié par Brockololly, 30 mars 2012 - 11:34 .