Yrkoon wrote...
This is a *great* point. I wonder how many people here actually realize the totality of what they're asking for when they say that a video game should give more of a Table-top feel.
I think people are asking for agency.
Maria Caliban sort of touched on this, but wanting to make gameplay more "cinematic"
absolutely strips away player agency.
In Origins, there were two types of companion conversations: ones that can only happen in camp, and ones that can happen anywhere.
Most conversations could happen anywhere. This is because most conversations were pretty simple. The Warden stood there, her conversation partner stood there, and they yakked. They would make gestures and facial expressions appropriate to what they were saying, but they didn't interact with their environment at all, which allowed the conversations to freely occur in any environment.
A few rare occasions had some actual movement and blocking; those only happened in camp, because they required you to be in camp for the items being used to be there (can't have sex in Morrigan's tent if you're in the middle of Redcliffe). But this was only a few conversations. Most were available wherever.
The effect was a much more
natural feel. You could ask Sten to explain some comment he'd made to an NPC while you were out hunting darkspawn, or while shopping in Denerim, like people do in real life. When Marjolaine dies you can ask Leliana about it instantly because your Warden is the concerned, involved type, or ask her later because your Warden is the type to give her friends space. This is important to the feeling of player agency.
But there's also a
second effect of "cinematic" dialog that is even
more important: the loss of
variable conversation.
In the DA:O system, when the character is just standing there, you can have lines lead into each other however you want. You can insert entire optional loops into the conversation, and have any line lead to any other line in whatever way you want. You can give the player the ability to go off on tangents and the NPC to follow, and then let the player return
at any point to the main conversation. You can offer two dialog options that both lead back to the same end result, and have one of them get there in three sentences and another meander through five sentences and a player choice.
You can't do that in "cinematic" conversations. If you want Aveline to pick up a Minrathous snowglobe and stare into it when you ask her about her vacation in Tevinter, you
cannot let the player jump back to talking about grain distribution at any time. Because now she's on the wrong side of the room and has stuff in her hands, and the animation for her line about building new silos has her leaning forward over her desk. She needs to put down the snowglobe first and walk back to where she was standing before, or else she jumps magically across the room and breaks immersion.
You could, of course, have her pick up the snowglobe and put it back down again by the end of the line. But that looks hilariously awkward. They did this in ME2 a lot when they were still feeling their way around the system, and people laughed their heads off about Liara and Aria and their silly "stand up sit down" routine. That's not a cinematic experience either. The only option, if you want characters to move naturally around each other and their world instead of doing the talking head thing, is to control the converstion's pacing and direction from start to finish.
The dialog wheel may look the same under the hood as the DA:O system, but as a UI it makes obvious the effect of attaching animation to everything and grounding conversations in their environment: you get an investigation branch loop that always plays out exactly the same in every game and always leads back to the exact same start point, and two to three forward options that always lead to the exact same next wheel.
That doesn't feel like agency or choice. The illusion of variety and control is completely lost, even in situations where you actually have more dialog options than any given moment in a less "cinematic" game.
Now, is it a fair point that the technology may eventually exist to easily separate dialog from animation, so that you can give an NPC a set of things to interact with and moods for each line and have them actually know where they're standing so they can act out different lines in accordance with the mood and what they're near, rather than having to block it all out beforehand, providing the ultimate in variety and cinematic experience? And that no one will look for that tech if everyone figures that talking heads is good enough? Sure, absolutely.
But is BioWare pursuing that technology, or are they accepting the limits of the tech they have and allowing that to steer them away from the very different experience they once provided?
Modifié par Quething, 14 septembre 2012 - 11:36 .