David Gaider wrote...
The most obvious way would be to eliminate the need for animation (or cinematics) to touch all writing-- so a way for some conversations to be done ambiently. No zoom-in, no animations or facial expressions (so the same way party banter is currently done) but yet still allowing for the conversation wheel to be used (though how this would be done with the player still possessing movement capability is difficult to say). This requires changes to the engine, and it's hard to say whether players would be okay having some conversations be done like this.
to which I replied:
PsychoBlonde wrote...
Personally, I think it'd be cool if you had occasional "traveling" or "resting" pop-up conversations, where you get a very static scene with minimal animation (such as seeing two characters sitting in a cart while they're riding somewhere, or standing next to each other looking over a wall/bridge, that sort of thing, and they have a discussion. While this wouldn't be a perfect solution it would radically diminish the need for animation/lip synching, which, if not the most (monetary) costly is probably the most time-consuming part of the process.
I have absolutely NO PROBLEM with you guys taking advantage of these sorts of tricks to squeeze more characterization/interaction/plot into the game. Granted, I'm sure there'll be at least one person who will declare it the Antichrist, but c'est la vie.
followed by:
KiddDaBeauty wrote . . .
That was actually bloody brilliant. It even adds a sense of travel at the same time. I can totally get behind banters, whether the protagonist gets to join in or not, in this manner. Might feel very mechanical if we know every time people start talking on the cart, the PC will be joining in - it'd feel organic if the PC was simply joining in most of the time instead of always.
Sense of travel, cheap animations, David's team gets to cram in more dialogue for nothing but the voice over budget... colour me seduced, sweet talker =)
EDIT: You really should create a separate thread for this. It's a great idea methinks and needs to be discussed properly by us and developers alike. I think having it mentioned in the weekly bisexual LI thread does it great injustice.
Now, I didn't think this was all that radical or meaningful a suggestion, but I do think that SOMETHING like this would give a better sense of the passage of time/distance and (maybe) be less work for more gain than the little "walk in on companions talking when you go to visit one of them in their house" scenes we had in DA2. It would also be VERY easy to create a LARGE NUMBER of scenes of this nature where the only thing that differs is the voiceover/dialog options, so you could squeeze a lot of NPC's (or PC!) reacting to things that happen into a smaller amount of work/expense. It could also be a great opportunity to showcase art style/landscape design if all you're showing is various cuts/pans of landscape, views, wildernes camps, taverns, mystic ominous hallways, whatever you like.
So go ahead get on with pronouncing it the Antichrist so I don't feel all left out and junk.
Modifié par PsychoBlonde, 08 juin 2012 - 09:34 .





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