Aller au contenu

Photo

Cinematics


50 réponses à ce sujet

#26
zyntifox

zyntifox
  • Members
  • 711 messages

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.


Since we are going to get paraphrases i would love this option. Would save me from constantly reloading due to the misinterpreting the paraphrases.

#27
Fallstar

Fallstar
  • Members
  • 1 519 messages

Cstaf wrote...

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.


Since we are going to get paraphrases i would love this option. Would save me from constantly reloading due to the misinterpreting the paraphrases.


I absolutely support this as paraphrasing is included.

#28
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

DuskWarden wrote...

Cstaf wrote...

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.


Since we are going to get paraphrases i would love this option. Would save me from constantly reloading due to the misinterpreting the paraphrases.


I absolutely support this as paraphrasing is included.


Actually, I would as well. A rewind button would be an instant solve for many of the concerns I have with the dialogue wheel.

#29
Xewaka

Xewaka
  • Members
  • 3 739 messages

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.

Considering this was the feature that made TOR conversations somewhat bearable for me, I'd like to see this as well: It's the only way to make an informed dialogue choice if paraphrases are involved again.
However, I doubt this will happen, as they'll probably have this functionality filed under "save/load".

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

Let's hope you (as in the collective studio) can make it happen, then.

Modifié par Xewaka, 17 septembre 2012 - 05:21 .


#30
upsettingshorts

upsettingshorts
  • Members
  • 13 950 messages
Yep, I'd definitely file that option under the "no downside" label.

#31
Jozape

Jozape
  • Members
  • 721 messages

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.


Very nice! That's a feature I've been wanting in BioWare games for years. Thanks.

#32
DahliaLynn

DahliaLynn
  • Members
  • 1 387 messages

Malsumis wrote...

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.


Cinematics, is the difference between the realistic feeling of being right inside the action as opposed to being far, far away from it, not to mention the advantages of camera angles, music and facial/body expression assisting in telling a  story in a far more dramatic delivery.

I'm not discounting the advantages of using your imagination. It's the classic "reading a book over watching the movie" argument. But there is so much more one can do with the power of cinematics I don't see why it shouldn't be utlilized if we can

Modifié par DahliaLynn, 17 septembre 2012 - 05:28 .


#33
Allan Schumacher

Allan Schumacher
  • BioWare Employees
  • 7 640 messages

Travie wrote...

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.


I use the term simply to state "Nothing is confirmed."

Everything is prioritized.  "Triage" is literally what we call a session where a group of people get together and look at the state of the project.  In order to deliver on various milestones, we see where things are going.  What's going well, what's the problem areas, and so forth.  They happen whether the project is 2 years from ship or 2 months from ship.  As QA, the "triage" group affects me because they look at bugs and assess ones that have a high bug weight as well as ones that have been open for a long time.  They have a more holistic view of the project so they can see that Bug X is affecting teams 4, 2, and 5, so it should be taken care of before Bug Y.  And so forth.

If people are going to take my words and panic about them though....

I could have used a different word.  Prioritized maybe?  The specific feature in question is deemed "low risk" as well as "low priority."  Meaning that adding the functionality poses little risk in terms of complexity (ease of implementation) and potential for affecting other systems.  It's low priority because right now we're busy working on other core features for cinematics.  What's listed as a "core feature" also evolves through the scope of the project, as new requirements are put forth when people realize the system is either missing something, or just an outright new feature is requested.


tl;dr:  Pausing in cinematics is a known feature request.  Whether or not it makes it into the game is unknown at this time.

#34
DreGregoire

DreGregoire
  • Members
  • 1 781 messages
Playing on the PC I found the autosave function of ME3 during/after cinematics to be very useful, I always made an effort to convert them into an actual numbered save, but only allowing for one autosave made that difficult at times. I would like to see the option of having autosaves number themselves. I know initially DA had the ability to have four autosave slots, even this would be better than just the one.

I'm glad to hear that a pause during cinematics is being looked into, at least thats what I thought I read, I think it would be a very useful tool, but not if the screen is changed and not just frozen as is. Screenshots!

#35
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages

DreGregoire wrote...

Playing on the PC I found the autosave function of ME3 during/after cinematics to be very useful, I always made an effort to convert them into an actual numbered save, but only allowing for one autosave made that difficult at times. I would like to see the option of having autosaves number themselves. I know initially DA had the ability to have four autosave slots, even this would be better than just the one.

I'm glad to hear that a pause during cinematics is being looked into, at least thats what I thought I read, I think it would be a very useful tool, but not if the screen is changed and not just frozen as is. Screenshots!


Crusader Kings II does this. It's incredibly useful when you, for example, declare war on a country only to realize that instead of being the two provinces you thought it was, it is in fact the far-flung outpost of a massive empire.

I'm not speaking to anything we may or may not be doing for DA3, as I don't know, but it is a nice little feature.

#36
craigdolphin

craigdolphin
  • Members
  • 587 messages
Alan, I'm pretty negative about the DA franchise since da2 but i would like to say that the option to pause cutscenes would be a significant enhancement of the gaming experience. The number of times the phone goes or someone knocks at the door right as a long cutscene begins is scarcely believable.

Thanks for posting that you are looking to solve that problem :)

#37
Jozape

Jozape
  • Members
  • 721 messages
I hope you guys will consider adding rewind to the list of features to...consider as well.

#38
Allan Schumacher

Allan Schumacher
  • BioWare Employees
  • 7 640 messages

John Epler wrote...
Crusader Kings II does this. It's incredibly useful when you, for example, declare war on a country only to realize that instead of being the two provinces you thought it was, it is in fact the far-flung outpost of a massive empire.

I'm not speaking to anything we may or may not be doing for DA3, as I don't know, but it is a nice little feature.


Aside:
I did notice you load that up over the weekend!

#39
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 090 messages
I think it was Allan Schumacher who spoke out against a rewind feature during conversations, on the grounds that it would be incredibly difficult to QA.

His objections revolved around how various plot flags were set during dialogue, and a rewind button would need to properly undo those flag settings every time. I think this could be avoided, somwhat, by setting plot flags only at the end of conversations, but if they're already writing the game the old way it might be difficult to change it now.

#40
fchopin

fchopin
  • Members
  • 5 048 messages

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.


Good news, thank you for the info.

#41
Travie

Travie
  • Members
  • 1 803 messages

Allan Schumacher wrote...

I use the term simply to state "Nothing is confirmed."

Everything is prioritized.  "Triage" is literally what we call a session where a group of people get together and look at the state of the project.  In order to deliver on various milestones, we see where things are going.  What's going well, what's the problem areas, and so forth.  They happen whether the project is 2 years from ship or 2 months from ship.  As QA, the "triage" group affects me because they look at bugs and assess ones that have a high bug weight as well as ones that have been open for a long time.  They have a more holistic view of the project so they can see that Bug X is affecting teams 4, 2, and 5, so it should be taken care of before Bug Y.  And so forth.

If people are going to take my words and panic about them though....

I could have used a different word.  Prioritized maybe?  The specific feature in question is deemed "low risk" as well as "low priority."  Meaning that adding the functionality poses little risk in terms of complexity (ease of implementation) and potential for affecting other systems.  It's low priority because right now we're busy working on other core features for cinematics.  What's listed as a "core feature" also evolves through the scope of the project, as new requirements are put forth when people realize the system is either missing something, or just an outright new feature is requested.


tl;dr:  Pausing in cinematics is a known feature request.  Whether or not it makes it into the game is unknown at this time.


OhhhHHHhhhh, I never knew that! Thanks for all the detail Allan!

*Worldwide panic averted*

#42
Dragoonlordz

Dragoonlordz
  • Members
  • 9 920 messages
I feel bad for John though, the graphical improvements and mechanics possible with the new engine I think probably makes his life a lot harder. At same time probably enjoyment over trying new things and being able to push the boundries of what can do would be nice. This might be slightly controversial but I do hope other elements of the game do not suffer from focusing on specific elements like cinematics (no offense to John, he does great work). Put another way I hope the other elements are just as great as can be too and they all will mesh very well together with no detrimental effect between them.

#43
Das Tentakel

Das Tentakel
  • Members
  • 1 321 messages

Fast Jimmy wrote...

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.


You may be on to something there. But this being DA, it's probably going to be plate armour, not modern military fatigues.

Image IPB

Chainmail is for casual friday :P.

#44
andraip

andraip
  • Members
  • 452 messages

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

Yes, I want that feature! I really found it great do be able to do that in Alpha Protocol.
It was so annoying when, let's say, my mother interrupted me during a cutscene and my only options were:
   a) ignore her
   B) reload last save
   c) not see that cutscene
and for the record, none of them is very pleasant

#45
Pelle6666

Pelle6666
  • Members
  • 1 198 messages
I hope we'll see some interactive cinematics like the paragon/renegade interruptions in ME2 and 3.

#46
eroeru

eroeru
  • Members
  • 3 269 messages
Cinematics are great if they're not a reason for a game to exist. They should not be in the center of attention, and should DEFINITELY not be as cheesy as they were in DA2. They were often too cheesy even in the ME series, way too much so for a Dragon Age David Gaider game (I feel his strengths are in a more subtle approach).

Modifié par eroeru, 17 septembre 2012 - 06:55 .


#47
KennethAFTopp

KennethAFTopp
  • Members
  • 1 480 messages

Allan Schumacher wrote...

John Epler wrote...
Crusader Kings II does this. It's incredibly useful when you, for example, declare war on a country only to realize that instead of being the two provinces you thought it was, it is in fact the far-flung outpost of a massive empire.

I'm not speaking to anything we may or may not be doing for DA3, as I don't know, but it is a nice little feature.


Aside:
I did notice you load that up over the weekend!


Don't go off topic here, this is your first and final warning ;)

aaah always wanted to say that:(

#48
Momiji.mii

Momiji.mii
  • Members
  • 443 messages
Being able to paus in cinematics/conversations would be great, hope it works out!

I also wanted to once again show my appreciation for the "finishing moves" in Legacy had (and MotA as well? I forget). They were great. Pehaps we will see more of those in DA3? Keeping my fingers crossed.

#49
William91

William91
  • Members
  • 65 messages
Pausing during cinematics is a nice and quite useful feature that helps you when you are interrupted, etc. In my opinion could be quite handy! I think NWN2 had it...but i dont remember, long time since i dont play that game heh

#50
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 090 messages
NWN2 did have it, during conversations and cutscenes both.