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Skippable cutscenes for DA3 please...


5 réponses à ce sujet

#1
fchopin

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Please make all cutscenes skippable by pressing Esc in games if we have one completed save.
 
Forcing people to watch cutscenes is a waste of time as people get up and make a tea or something.
We want to play the game and not be forced to watch a cutscene a hundred times.

#2
Allan Schumacher

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DinoSteve wrote...

If there is no combat its not an RPG anymore, it is something else, it is more like an interactive movie, if Bioware want to make an interactive movie that is fine, but it still won't be an RPG.

I'm not being closed minded, an RPG without combat is not an RPG.


RPGs are a fluid definition, and I'll straight up that you and I have definitions that do not align.  As such, it's pointless to bother getting caught up in this.  Don't do it.


In fact, I would strongly encourage people to not go around telling people what is or is not "valid gameplay" in a video game.

Making choice, exploring areas, and making decisions outside of combat is not just an interactive movie.  And even if it is, it's interactive to the degree that the term "interactive movie" is meaningless.  DAO is just an interactive movie... where you control who and what the character attacks, where the character goes, what things he says, what class he is...

Modifié par Allan Schumacher, 05 décembre 2012 - 01:52 .


#3
Allan Schumacher

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Fawx9 wrote...
There is actually a gaming definition for a non combat inveractive movie/story.

It's called a VN, Japan has tons of them.

Note: I'm not knocking that medium, it actually can produce really good works (Umineko, Fate series are good examples). It's just that they have a much more limted market and don't have the production values that games here have.


There's plenty of games that do not feature combat.  Many of them are adventure games.  They're still games.  That combat is considered a requirement is as much a reflection on our tolerance of violence more than anything as far as I'm concerned.

My favourite RPG is one that has poor combat that had it been mostly stripped out, would not be any less of a game (Planescape: Torment).  The only bad thing about that game, in my opinion, is its combat.

#4
Allan Schumacher

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Edit: I also wanted to add that cutscenes can be smoke and mirrors that hide other things happening behind the scenes. For example, you can get away with doing some data streaming from disc while playing a cutscene, (like a new area, a new monster, textures, or other assets) and you don't want to show a loading screen instead because it will break some immersion. If you let them skip the cutscene, you've got no choice but to break out the loading screen.


This is typically the case, I find, if something is unskippable.


Using that logic, Super Mario Bros. is an interactive film too. You know that's a lame argument dude, come on.


I agree it's a lame argument. I was using exaggeration (similar to you) to illustrate that the term is pretty meaningless if one is going to nitpick what gameplay elements do and do not count.

In an interactive film all you do is sit on your ass, not touching your keyboard or mouse until your char hits a point where you have to click something once or twice


Well, then it's good to know that no one here is talking about an interactive film then.

#5
Allan Schumacher

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I have no idea why the ones in ME2 (or ME3) were unskippable. I was surprised myself. I do believe there's likely a reason! I just don't know what it is :P

#6
Allan Schumacher

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Sable Rhapsody wrote...
Fair enough.  Thank you for responding anyway ^_^

If I recall correctly, it wasn't as much of a problem in DA2 as in ME2/3, and even cutscenes with character movement were usually skippable.


I have done a handful of critpath burnthroughs of both DAO and DA2 and I don't recall any that were unskippable (and when you're told get it done ASAP there is a greater chance of noticing - though it has been a while).

Might be something engine related as well.


The cutscene system with Frostbite will likely have some systemic differences compared to Eclipse (it's a collaborative effort by EA Vancouver and BioWare), but from our perspective feature parity with DA2 is considered the baseline.  This would include skipping cutscenes where the player loses control of the character.

I make this distinction because we *are* exploring features for conversation/cinematic functionality that doesn't require the player to forfeit control over their character.  These types of situations will likely have some barriers to being skipped, but they are also not likely to be used for key moments nor for longer scenes.