Cinematics
#1
Posté 17 septembre 2012 - 03:58
Isabella throwing the knife, the dragon transformation. Very cool stuff, but there just wasn't enough of it (until all the DLC was included of course).
As an old school RPG player, I'm perfectly happy with all the action actually just happening ingame, but when these 'oh cool!' moments were far and few between... the lack thereof in the rest of the game was a bit of a letdown.
Any opinions/news on this?
#2
Posté 17 septembre 2012 - 04:01
#3
Posté 17 septembre 2012 - 04:04
Cimeas wrote...
I concur. Cinematics are nice, and draw you into the game. Did anyone see the Baldur's Gate 2 intro cinematic (after first dungeon) done in the DA:O engine? That's the difference.
Losses outweigh the gain.
#4
Posté 17 septembre 2012 - 04:07
Modifié par relhart, 17 septembre 2012 - 04:07 .
#5
Guest_Fandango_*
Posté 17 septembre 2012 - 04:10
Guest_Fandango_*
#6
Guest_FemaleMageFan_*
Posté 17 septembre 2012 - 04:11
Guest_FemaleMageFan_*
#7
Posté 17 septembre 2012 - 04:22
1) Skippable so that in subsequent replays you do not have to view them.
2) Never put them as a prelude to a major battle with out a save game after them. Getting your rump whipped on major battles and having to redo each long cutscene before hand was highly annoying in ME.
#8
Posté 17 septembre 2012 - 04:36
#9
Guest_simfamUP_*
Posté 17 septembre 2012 - 04:38
Guest_simfamUP_*
Malsumis wrote...
Cimeas wrote...
I concur. Cinematics are nice, and draw you into the game. Did anyone see the Baldur's Gate 2 intro cinematic (after first dungeon) done in the DA:O engine? That's the difference.
Losses outweigh the gain.
What did I loose from this?
www.youtube.com/watch
IIRC, this was already in BG2, meaning, there was no gameplay lost.
#10
Posté 17 septembre 2012 - 04:43
simfamSP wrote...
Malsumis wrote...
Cimeas wrote...
I concur. Cinematics are nice, and draw you into the game. Did anyone see the Baldur's Gate 2 intro cinematic (after first dungeon) done in the DA:O engine? That's the difference.
Losses outweigh the gain.
What did I loose from this?
www.youtube.com/watch
IIRC, this was already in BG2, meaning, there was no gameplay lost.
Not sure if serious?
Cinematics are a detriment to the RPG genre.
#11
Posté 17 septembre 2012 - 04:47
Beerfish wrote...
Cinematics are great. I like them but they need two things.
1) Skippable so that in subsequent replays you do not have to view them.
2) Never put them as a prelude to a major battle with out a save game after them. Getting your rump whipped on major battles and having to redo each long cutscene before hand was highly annoying in ME.
I really agree with this, its just one of the many things that make a game run smoother and let you know that the developers had an eye on the details.
#12
Posté 17 septembre 2012 - 04:52
Beerfish wrote...
Cinematics are great. I like them but they need two things.
1) Skippable so that in subsequent replays you do not have to view them.
2) Never put them as a prelude to a major battle with out a save game after them. Getting your rump whipped on major battles and having to redo each long cutscene before hand was highly annoying in ME.
If #1 exists, isn't #2 less of an issue?
For any that may be interested, I did follow up with my team (I'm the QA embed for the Digital Acting team) about the ability to actually pause the game during conversations and cutscenes and it has been tracked as a task.
No hard promises as work always gets triaged and maybe something happens and this is deemed less important when push comes to shove, but it is tracked as an explicit feature request.
Cheers.
Allan
#13
Posté 17 septembre 2012 - 04:56
#14
Posté 17 septembre 2012 - 04:59
#15
Posté 17 septembre 2012 - 04:59
Allan Schumacher wrote...
No hard promises as work always gets triaged and maybe something happens and this is deemed less important when push comes to shove, but it is tracked as an explicit feature request.
Cheers.
Allan
Anyone else get a little rise of panic coming up their throats whenever a developer uses a word like triage?
Not trying to bust your balls Allan, but its a little early to be talking like that...
The main criticism I heard back when DA2 was released is that it felt unpolished, probably because of the (unfortuantely necessary) triaging you're talking about.
#16
Posté 17 septembre 2012 - 05:00
Allan Schumacher wrote...
No hard promises as work always gets triaged and maybe something happens and this is deemed less important when push comes to shove, but it is tracked as an explicit feature request.
This would be a nice feature. I'm pushing a cookie through my screen at you, let me know if it comes through.
#17
Posté 17 septembre 2012 - 05:01
Allan Schumacher wrote...
For any that may be interested, I did follow up with my team (I'm the QA embed for the Digital Acting team) about the ability to actually pause the game during conversations and cutscenes and it has been tracked as a task.
No hard promises as work always gets triaged and maybe something happens and this is deemed less important when push comes to shove, but it is tracked as an explicit feature request.
Cheers.
Allan
#18
Posté 17 septembre 2012 - 05:02
Travie wrote...
Anyone else get a little rise of panic coming up their throats whenever a developer uses a word like triage?
No.
Travie wrote...
Not trying to bust your balls Allan, but its a little early to be talking like that...
Why? You don't think they have a plan for how involved implementing X would be, and that Y would be better served instead?
Travie wrote...
The main criticism I heard back when DA2 was released is that it felt unpolished, probably because of the (unfortuantely necessary) triaging you're talking about.
Every game ever made has "triaged."
#19
Posté 17 septembre 2012 - 05:04
#20
Posté 17 septembre 2012 - 05:04
Upsettingshorts wrote...
Travie wrote...
Anyone else get a little rise of panic coming up their throats whenever a developer uses a word like triage?
No.Travie wrote...
Not trying to bust your balls Allan, but its a little early to be talking like that...
Why? You don't think they have a plan for how involved implementing X would be, and that Y would be better served instead?Travie wrote...
The main criticism I heard back when DA2 was released is that it felt unpolished, probably because of the (unfortuantely necessary) triaging you're talking about.
Every game ever made has "triaged."
I didn't mean to derail the conversation away from cinematics... I could argue the point, but just nevermind
#21
Posté 17 septembre 2012 - 05:05
#22
Posté 17 septembre 2012 - 05:05
Awesome news, Allan. Thank you very much.Allan Schumacher wrote...
For any that may be interested, I did follow up with my team (I'm the QA embed for the Digital Acting team) about the ability to actually pause the game during conversations and cutscenes and it has been tracked as a task.
No hard promises as work always gets triaged and maybe something happens and this is deemed less important when push comes to shove, but it is tracked as an explicit feature request.
#23
Posté 17 septembre 2012 - 05:07
Allan Schumacher wrote...
Beerfish wrote...
Cinematics are great. I like them but they need two things.
1) Skippable so that in subsequent replays you do not have to view them.
2) Never put them as a prelude to a major battle with out a save game after them. Getting your rump whipped on major battles and having to redo each long cutscene before hand was highly annoying in ME.
If #1 exists, isn't #2 less of an issue?
For any that may be interested, I did follow up with my team (I'm the QA embed for the Digital Acting team) about the ability to actually pause the game during conversations and cutscenes and it has been tracked as a task.
No hard promises as work always gets triaged and maybe something happens and this is deemed less important when push comes to shove, but it is tracked as an explicit feature request.
Cheers.
Allan
<3
#24
Guest_Guest12345_*
Posté 17 septembre 2012 - 05:08
Guest_Guest12345_*
hoorayforicecream wrote...
I want to see the ability to back up and replay a conversation similar to how SWTOR does it, in case I make a selection mistake.
Yeah, this was a great mechanic. I imagine it is fairly easy to implement, as in SWTOR, all you have to do is back out of the dialog to disengage. However, I'd imagine Bioware devs have considered this mechanic numerous times over the years, and I'm inclined to think they have deliberately chosen not to include it.
#25
Posté 17 septembre 2012 - 05:10
Allan Schumacher wrote...
For any that may be interested, I did follow up with my team (I'm the QA embed for the Digital Acting team) about the ability to actually pause the game during conversations and cutscenes and it has been tracked as a task.
Am I the only one who hears the word "embed" and pictures Allan in military camo fatigues, embeded in a combat unit, doing QA?
No? I'm just crazy? Okay, that's totally understandable.





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