thankfully you seem to be in the minority
I do not have the feedback needed to claim a majority; am curious as to your source.
thankfully you seem to be in the minority
In real life do you look away from someone when talking to them? Do you stand 20 feet away while having a conversation? Not being able to see the face or emotions of the person I'm talking to is not "immersive" to me or many others.
I do not have the feedback needed to claim a majority; am curious as to your source.
I used "seem to be".
No, but I also do not have a director cut in to the conversation and take over for the dialogue, and zoom in for dramatic effect. Plus, many of these moments work as is for my game; may depend on indv Player settings (eg; I utilize sub-titles).
Most people don't want actual scenes when talking to a character ex: scripted player or NPC action, zooms, etc...we just want to actually SEE the person we're talking to. We want to see their face and their emotion and empathize with them. It's hard to do that when they're so vague and far away. I was totally fine with even games like Fallout: New Vegas where the camera just zooms in on the person during the conversation. Nothing fancy.
I used "seem to be".
I'm pretty sure if Mike were a diplomat he would be as good as Lady Montilyet ![]()
Most people don't want actual scenes when talking to a character ex: scripted player or NPC action, zooms, etc...we just want to actually SEE the person we're talking to. We want to see their face and their emotion and empathize with them. It's hard to do that when they're so vague and far away. I was totally fine with even games like Fallout: New Vegas where the camera just zooms in on the person during the conversation. Nothing fancy.
You might have a point if any Bioware (or even Bethesda) games had anywhere near convincing facial animation for those small conversations. There really is no emotion to see.
Most people don't want actual scenes when talking to a character ex: scripted player or NPC action, zooms, etc...we just want to actually SEE the person we're talking to. We want to see their face and their emotion and empathize with them. It's hard to do that when they're so vague and far away. I was totally fine with even games like Fallout: New Vegas where the camera just zooms in on the person during the conversation. Nothing fancy.
@user: @Mike_Laidlaw Not sure if you've answered this one, but is it possible to get an Awakening sized DLC, new romance scenes & all that jazz
Mike Laidlaw@Mike_Laidlaw: @user Spoilers!
@User: @Mike_Laidlaw awesome! Will I ever see sigrun again? Will she ever be apart of my party?
Mike Laidlaw@Mike_Laidlaw: @User Spoilers!
@user: @Mike_Laidlaw will we enter Black City? :33
Mike Laidlaw@Mike_Laidlaw: @user Spoilers!
And both ME3 and DAI have scenes that are effective (eg; Huntress in hospital; banter about Turnip stew and Cole), but do not use cut-scenes. Again, I am able to see the faces of many such NPC's, and wonder if the problem lies in settings.
I did not find them very effective, and I wouldn't be able to point the characters talking out of a lineup if shown closeups of them. Compare to the characters in older BioWare games such as DA:O where the camera is closer to them and I know and remember their names, faces, and stories and again, a closer camera isn't a cutscene.
I did not find them very effective, and I wouldn't be able to point the characters talking out of a lineup if shown closeups of them. Compare to the characters in older BioWare games such as DA:O where the camera is closer to them and I know and remember their names, faces, and stories and again, a closer camera isn't a cutscene.
The Asari has wild eyes, is asking to carry a gun, and appears to ref killing a sister of a NPC. Is a bit memorable for myself.
As for Cole, did not need to look at faces, as I was overhearing a conversation at a distance. Neither cut-scene or zoom on NPC was required. However, this tale and many like it are why Cole is my fave new NPC in DAI.
Only my opinion, but am glad to pass it along for feedback.
I can accept not zooming in on a person when just overhearing them, neither of those instances were conversations the player had. It makes no sense to have a conversation from far away however and it's a reminder that you're playing a videogame and puppeteering a pixelated doll rather than talking to a person. It takes me out of the game enough and gives me a big enough disconnect that I would not buy any future game that utilized it.
But why a middle ground is needed? Cinematic conversation was one of the strongest point of BW games and it make the game way more immersive.
I know I'm going to be that guy, but look at the Witcher 3, it has a lot of conversation and all of them are cinematic, It was very immersive, so why BW (one of the piooner of Cinematic Experiences on the RPG games) cant do it?
I haven't played TW3 yet, but I'm assuming having a single protagonist (without eight race/gender options) and not having twelve potentially close relations might have something to do with it. While I would like more cinematic conversations with followers. I don't need to have them with random mages in the Hinterlands. So a compromise would be to reposition the camera in such a way that you could enter a conversation and see their face. Like the Bethesda zoom Nefla mentioned above.
It was a bad decision, they should go back to every conversation having a cutscene.
This change made the game too impersonal and you could go hours withouth any cutscene, hopefully they gave up on this idea.
I disagree. There was exponentially more dialogue in DAI because they were able do these casual conversations. If the developers decided to do cinematics for every conversation, that would without a doubt mean less dialogue overall. Whatever makes it easier to have more conversation, characters, and story, I support. I would much rather have more content from the writers than nice looking but sparse scenes.
She was the community manager for TOR at Bioware's Austin studio until early this year when they brought her into the writing staff. They haven't released any story content for TOR since she joined the team, so the first TOR writing we'll see from her is whatever parts she does for Knights of the Fallen Empire. Descent will be the first game writing we see from her as far as I know.
Not sure what Morroian has seen of her's. I think she was a journalist before getting the job at Bioware, so maybe that's what he/she is referring to?
She's written some swtor short stories which are uniformly very good. they are on the swtor website.
Again, based on what source? The complainers may be vocal here, but that hardly makes them a majority.
Again, I used "you seem"
I disagree. There was exponentially more dialogue in DAI because they were able do these casual conversations. If the developers decided to do cinematics for every conversation, that would without a doubt mean less dialogue overall. Whatever makes it easier to have more conversation, characters, and story, I support. I would much rather have more content from the writers than nice looking but sparse scenes.
Witcher 3 have a lot of dialogue and all conversation are cutscenes, so I disagree with you.
Again, I used "you seem"
Witcher 3 have a lot of dialogue and all conversation are cutscenes, so I disagree with you.
Witcher 3 have a lot of dialogue and all conversation are cutscenes, so I disagree with you.
The critical difference, however, is that the witcher 3 only has one character model that they have to worry about for cutscenes (Geralt), whereas DA:I has 8 (Male/Female Dwarf, Human, Elf, and Qunari). That amount creates a significant amount of work for people like John Epler, who have to make sure that every character model works and reacts in the correct manner depending on the scene (Iron Bull and a dwarf romance, for instance).
Hopefully when they make DA4, they'll do the conversations in away that will please everybody.