1.
2. :PComedy Style finisher(humorous, like over doing some airel attacks and hurting yourself in the process. Or accidentally killing the enemy from slipping or whatever.)
3.
Cool?
Modifié par Cerberus Commando, 22 avril 2013 - 09:04 .
Guest_Cerberus Commando_*
Modifié par Cerberus Commando, 22 avril 2013 - 09:04 .
nightcobra8928 wrote...
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
unrelated to the topic but i just would like to ask Mr.Epler
for both DA:O and DA2 the animations for conversations were a bit limited from what i can tell as after a while one could see the repeating motions making the characters seem more like puppets rather than active participants in the conversation with few exceptions (such as riordan's explanation of the blights and grey wardens as walks around the room and looks into the inside of a cage).
For DA3 with the frostbite engine, are any of the conversation animations being ported to the new engine or are you tackling those in a different way? such as mo-cap acting like in "the last of us" or "uncharted" for important characters and scenes? or would that approach be too costly or rather make the quality between the animations of major and minor npcs too disparate from each other breaking the suspension of disbelief?
Cerberus Commando wrote...
John Epler wrote...
I should also add that, if we do choose to do finishing moves again, we would probably only do it for the absolute last creature of a group or for very specific situations where it makes sense. Having your character dramatically stab an ogre in the face was swell, right up until all of his buddies made mincemeat of your party because the guy you rely on to tank was busy being dramatic.
dude, a finisher during a "cut scene" cut scene! Not during actual combat! Oh and will you guys please take the nudity suggestion into consideration? I mean come on, we're never gonna climax wearing boxers.... U know what I mean.
Yrkoon wrote...
Yeah, spend less money please. We'd much rather see the same perfectly animated slash, slash, poke poke, over and over and over and over for 50 hours, Instead of, you know, neat rare stuff to look forward to that keeps combat feeling fresh and visceral, like chopping an enemy's head off every once in a while, or thrusting your sword into their stomach and then pulling it out as they fall to the ground, lifeless.
Just keep it nice and cheap, in the DA2 way. Give us more of those exploding lego pieces for our dagger-wielding rogues.
<sigh>
DA2 v2.0, here we come!
Modifié par John Epler, 26 septembre 2012 - 10:07 .
Yrkoon wrote...
There isn't much that can be said, no. Well, at least until the time comes where you can show us something you've actually added to the game, that wasn't in DA2.John Epler wrote...
Yrkoon wrote...
Yeah, spend less money please. We'd much rather see the same perfectly animated slash, slash, poke poke, over and over and over and over for 50 hours, Instead of, you know, neat rare stuff to look forward to that keeps combat feeling fresh and visceral, like chopping an enemy's head off every once in a while, or thrusting your sword into their stomach and then pulling it out as they fall to the ground, lifeless.
Just keep it nice and cheap, in the DA2 way. Give us more of those exploding lego pieces for our dagger-wielding rogues.
<sigh>
DA2 v2.0, here we come!
In an ideal world, we could put absolutely everything that could make the game absolutely completely perfect into the game. The world we live in and work in, however, means that games have budgets and constraints, both in terms of money and in terms of time.
If you want to bemoan this fact, that's certainly your prerogative, but if you're not willing to frame the discussion in terms of reality and resources which are not unlimited, well, I don't really see how I'm going to be able to engage with you.
There are many useful discussions happening in this thread in regards to gameplay finishers versus cutscene finishers, as well as when the appropriate time to use these finishers is, but if you'd rather jump onto a single point regarding the realities of game development so you can hold it dramatically in the air and shout 'LOOK, THEY'RE NOT LISTENING TO US, WE'RE JUST GETTING DA2!' I suppose there's not much I can say to you.
I totally understand cost/budget limitations. But, just how much are you guys willing to cut from the game in order to deliver that perfect cinematic experience? Don't you think enough of the basic gameplay has already been removed, here?
Sylvianus wrote...
So, maybe no finishing moves either ? * sigh *
Modifié par John Epler, 27 septembre 2012 - 01:15 .
WahookaTheGreat wrote...
John Epler wrote...
Honestly, the less often a player ends up in a conversation or cutscene, the better.
I have a little problem with this. I think conversations don't take you out of the game play the same way than cutscenes, where player doesn't participate. For me the more conversations the player enter the better. I don't want always to be ambushed by mobs who just start swinging swords. Bring back coersion and more situations to use good coersion skill! You know, avoiding fights and that kind of rpg things...
Modifié par John Epler, 27 septembre 2012 - 08:45 .