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Static scene convos: a suggestion


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#26
nightcobra

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sjpelkessjpeler wrote...

nightcobra8928 wrote...

BobSmith101 wrote...

If it's being used during travel, any chance it can be used in place of load screens ? Sort of like the lift conversations in ME.


hmm... how about travelling "loading screens" with narration? kinda like how varric segways from arc to arc but with the pictures showing mostly the scenery and sillouetes travelling while we hear some flavor conversation.

no animations and no cinematics, just a great looking picture of your party travelling to the place you're going while you hear party banter. loading won't be just filler, you'll look forward to hear the next banter  or see the next concept art of the place you're going.:wizard:


Think that is a great idea. But this would depend on the amount of time the loading of the screens would take... I for one am not a big fan of loading screens that take a long time. If they take a short amount of time there would not be much possible in regards to implementing conversation...

The concept art idea in the loading screens is something that has my vote Image IPB.


there are also ways around that problem, you could have a little button prompt at the screen's corner telling you that the loading's done and if the banter is still going on but you want to skip it you could just press that button.

like isabela says:  "problem solved" :innocent:

#27
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Yeah, remember something like that has been done in FFIX. You could press a symbol on your screen to view additional cinematics involving companions that were not with you at that time.

#28
nightcobra

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though i liked ff9's "active time events", having something like ff9 where a button prompts in the middle of the screen during gameplay might take the player out of the experience...maybe it could be done like ff9 but with a few tweaks.

for example:

your main character thinking about his objective, gets tired thinking about it and lies down on the bed, then a dialogue wheel comes up, then you can choose to say "i wonder how ____ is doing right now" resulting in a segway to show the player what in fact the party members are doing at that moment, you know, stuff like that,

#29
They call me a SpaceCowboy

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Doesn't ME3 have that ambient dialog? I don't own the game but what I saw of it on youtube bugged me a bit.

#30
nightcobra

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Shinian2 wrote...

Doesn't ME3 have that ambient dialog? I don't own the game but what I saw of it on youtube bugged me a bit.


it's a bit different, in that kind of ambient dialogue you aren't in the "dialog camera mode" where it's more zoomed in and with a little more camera work to give an effect to the scene, in me3 it's done in-gameplay and to be honest i prefer the "dialogue camera mode" myself.

#31
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nightcobra8928 wrote...

though i liked ff9's "active time events", having something like ff9 where a button prompts in the middle of the screen during gameplay might take the player out of the experience...maybe it could be done like ff9 but with a few tweaks.

for example:

your main character thinking about his objective, gets tired thinking about it and lies down on the bed, then a dialogue wheel comes up, then you can choose to say "i wonder how ____ is doing right now" resulting in a segway to show the player what in fact the party members are doing at that moment, you know, stuff like that,


That could be a way to implement it and, as probably the dialogue wheel will stay, it is another way of using it. If a player doesn't want to look as his companions s/he could use the option on the wheel not to watch it.
This is a good way to give some additional info on companions without having an actual conversation with them.
Yep, this is something that would be great imo.

#32
Jerrybnsn

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I'm trying to understand the problem with having the same conversation system that Origins used. Walking through your campsite checking up on everybody was as natural as it could come. Would this fire side-chat have to have you walk up to a companion and "poof!" you're both sitting down with your backs at a fire?

#33
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Jerrybnsn wrote...

I'm trying to understand the problem with having the same conversation system that Origins used. Walking through your campsite checking up on everybody was as natural as it could come. Would this fire side-chat have to have you walk up to a companion and "poof!" you're both sitting down with your backs at a fire?


This option was the best for me. I liked the way it was done in DAO. But if it will be done again is the question. The alternatives presented could be implemented because of the fact that they are 'cheaper' to make. The way you describe would be like the OP says just another setting.

#34
Sir JK

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I think the idea has a lot of merit. Mixing this sort of conversations with the more involved cinematic ones could be a great idea. It'd also be a great tool for background narration. Having a companion commenting on something as you pass it. Passing over a scene of carnage and relating it to a past event. Discussing the merits of a certain form of architecture. Mocking how ridiculus something is. Having them stand by the side discussing something when you enter a certain area.

Done well it could add a lot of atmosphere and flavour. And it'd be a great tool for them to say small and revealing things. Tossing in the pc into such conversations could work too, but it's tricky to pull off satisfactory.

#35
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Sir JK wrote...

I think the idea has a lot of merit. Mixing this sort of conversations with the more involved cinematic ones could be a great idea. It'd also be a great tool for background narration. Having a companion commenting on something as you pass it. Passing over a scene of carnage and relating it to a past event. Discussing the merits of a certain form of architecture. Mocking how ridiculus something is. Having them stand by the side discussing something when you enter a certain area.

Done well it could add a lot of atmosphere and flavour. And it'd be a great tool for them to say small and revealing things. Tossing in the pc into such conversations could work too, but it's tricky to pull off satisfactory.


This sounds great.    <3
I think ME3 did a lot of this well - should we have something similar in DA3,the most important thing I wish they would do differently is the PC`s auto-involvement in banter.For me, that was a major source of disconnect with Shepard for example.

In DA,I hope they give us back as much control over our PC as possible,so hopefully I will not have my hero partake in banter without my input,saying things I have no control over.    That would be....well,disappointing.  

Modifié par Begemotka, 09 juin 2012 - 01:58 .


#36
LolaLei

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sjpelkessjpeler wrote...

nightcobra8928 wrote...

though i liked ff9's "active time events", having something like ff9 where a button prompts in the middle of the screen during gameplay might take the player out of the experience...maybe it could be done like ff9 but with a few tweaks.

for example:

your main character thinking about his objective, gets tired thinking about it and lies down on the bed, then a dialogue wheel comes up, then you can choose to say "i wonder how ____ is doing right now" resulting in a segway to show the player what in fact the party members are doing at that moment, you know, stuff like that,


That could be a way to implement it and, as probably the dialogue wheel will stay, it is another way of using it. If a player doesn't want to look as his companions s/he could use the option on the wheel not to watch it.
This is a good way to give some additional info on companions without having an actual conversation with them.
Yep, this is something that would be great imo.


I quite like that idea, it could also be used to impliment additional interaction with your companions, for example, you're character is laying on the bed and picks the "I wonder how _ is doing right now" and it switches to a small cut scene/segway of the selected companion pacing up and down his/her room looking distressed, where usually he/she would be asleep or polishing their weapon (no pun intended lol) or whatever. This would serve as a hint to the player that you should go and speak to said companion before starting the next quest, should you choose to ignore it then you miss that bit of dialogue/interaction (this would have no affect on the story, as it would just be additional dialogue should you want to participate in it.)

#37
Jerrybnsn

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So it has been confirmed that they won't go back to the Origins "have a conversation anywhere with your companions"?

And this is an alternative to set up extra conversations?

#38
LolaLei

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Jerrybnsn wrote...

So it has been confirmed that they won't go back to the Origins "have a conversation anywhere with your companions"?

And this is an alternative to set up extra conversations?


Apparently at PAX they said something about being able to do better than the campfire convo/interactions in DA:O and that they would more than likely return to the DA:O type of conversations/interactions but we wouldn't be able to do it just anywhere (like in the middle of a quest.)

So presumably we will be able to talk to them and have a hug whenever we want between big quests but any interaction during a quest will be strictly quest related... or thats the impression I got anyway.

#39
PsychoBlonde

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Jerrybnsn wrote...

So it has been confirmed that they won't go back to the Origins "have a conversation anywhere with your companions"?

And this is an alternative to set up extra conversations?


Nah, this idea has nothing specitic to do with where/when/how you can talk to your companions.  It's more about conserving resources so as to get more content.

Just to clarify:

1.  Not wanting the cutscenes to just vanish entirely!
2.  Nothing to do with restricting what the PC can and can't do!

Just saying that if the enormous difficulty of animating every. little. thing. is a big stopping block for quantity of character interaction, quite a number of people might be happier with scenes that don't require a lot of that animation. Save it for the big stuff.

#40
brushyourteeth

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I just think it's interesting that this is a thread full of people who are essentially asking the DA team  to sometimes sacrifice cinematics so that we can have more dialogue.
Because that's obviously not what Bioware thinks we want.  Image IPB
(go us!)

#41
LolaLei

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brushyourteeth wrote...

I just think it's interesting that this is a thread full of people who are essentially asking the DA team  to sometimes sacrifice cinematics so that we can have more dialogue.
Because that's obviously not what Bioware thinks we want.  Image IPB
(go us!)


It just goes to show how well the DA team write their companions and what an amazing job their VA's do at bringing said characters to life, the fact that we'd happily sacrifice a chunk of the cinematics for more time getting to know them says a lot.

#42
meanieweenie

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We're probably the same group of people that yell back at movie screens. (An experience I recommend to everyone with a sense of humor - NYC theaters are so entertaining!)Image IPB

Modifié par meanieweenie, 10 juin 2012 - 02:41 .


#43
Dakota Strider

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brushyourteeth wrote...

I just think it's interesting that this is a thread full of people who are essentially asking the DA team  to sometimes sacrifice cinematics so that we can have more dialogue.
Because that's obviously not what Bioware thinks we want.  Image IPB
(go us!)


As long as I have been on these forums, I have advocated that cinematic cutscenes are a waste of resources, to the detriment of the game as a whole.  I am probably hated by anyone that makes a living through creating them.  But it seems so obvious, that the resources used to create cinematic cutscenes use so many resources, that it limits the amount of choices that the writers can implement into the story.  Cinematic cutscenes take so many resources, that the developers feel obligated to make every choice lead to them.  And if every choice leads to something, it really means there was not a meaningful choice at all.  Eliminate cutscenes, except for the few, very big moments of the game.  The resources this will free up will allow for more story choices, as well as more in depth conversations with companions.