LinksOcarina wrote...
Call it more of a cautious attitude I guess.
But that's in order with every game being published these days. Unless you have it to burn and move like a locust from one sensation to the next.
LinksOcarina wrote...
Call it more of a cautious attitude I guess.
abaris wrote...
LinksOcarina wrote...
Call it more of a cautious attitude I guess.
But that's in order with every game being published these days. Unless you have it to burn and move like a locust from one sensation to the next.
JasonPogo wrote...
Cinematic is the new buzz word we always hear about games these days. Well this whole cinematic approach to game makeing has been slowly killing role playing in games for a while now. Do you want to role play a character? To. Ad what you have in mind dose not fit with our totaly awesome voice acting and the awkwardly animated cut scene that is so damn cinematic you'll forget your playing a game.
Gazardiel wrote...
the prices for more outcomes and possibilities in cinematics would make games more expensive than most would pay for.
Modifié par abaris, 15 décembre 2012 - 08:36 .
Allan Schumacher wrote...
LinksOcarina wrote...
I'm not optomistic. Honestly i'm regretting putting money in Project Eternity now...
Well you have my thanks.
Of all the Kickstarters, Obsidian's so far has given me the most confidence in terms of the things that they are delivering (i.e. actual prototyping and works in progress, instead of "marketing quality" concept arts and the like).
abaris wrote...
Gazardiel wrote...
the prices for more outcomes and possibilities in cinematics would make games more expensive than most would pay for.
Simple solution - go easy on the amount of cutscenes then. In my book that's better than autodialoguing the whole shabang with a canon version of the player character.
Marvin_Arnold wrote...
The moment the PC opens his/her mouth and (audibly) starts to speak, that's the moment the gaming experience ends and becomes a "cinematic" experience.
The PC stops being "my" character, and becomes an actor following (more or less) my direction. I'm an (often poweless) director trying to order an actor around. That's not immersive, and that's not role-playing.
For me, a non-voiced protagonist is essential for a RPG. Otherwise, it's an interactive movie.
I've heard the Japanese are mad about them.
Modifié par IsaacShep, 16 décembre 2012 - 12:29 .
That's also a solution, but how many "looped" corridors you can have in one game before it starts becoming really visible to the player that they're just walking in circles lol? Another solution is response timer - like in Alpha Protocol. That would allow bot unlimited number of dialogue wheels and whatever kind of an animation they would want.Wulfram wrote...
Couldn't they have the characters walking down what's actually a gently bending circular corridor, so they can keep moving while waiting for the player to select an option?
AlanC9 wrote...
abaris wrote...
Gazardiel wrote...
the prices for more outcomes and possibilities in cinematics would make games more expensive than most would pay for.
Simple solution - go easy on the amount of cutscenes then. In my book that's better than autodialoguing the whole shabang with a canon version of the player character.
Is it cutscenes per se that are the problem, or is it any dialogue that expresses the emotional state of the PC?
Guest_krul2k_*
IsaacShep wrote...
I don't really post much since well, I don't play DA franchise so my post is more towards BW as a whole.
IMO Cinematic experience is not bad by default. Bioware widely promoted 'cinematic experience' of ME1's conversations in marketing and there was nothing wrong with it. The cinematic angle was a pretty visual addition to the conversations. However, in ME3, quite a few scenes sacrificed number of dialogue options for the sake of pretty cinematics. Example: Miranda and Shep first meeting on the Citadel, they walk around talking. Sure it's pretty and camera moves and all, but this forced the removal of dialogue options for Shep. Otherwise, they would have to stop walking each time a conversation wheel popped out. Same with the opening cinematic with Anderson and Shep walking to the Alliance Committee meeting. If that's the price for having 'more cinematic experience', than I don't want it. I prefer the characters to stand there in one place through the entire conversation rather than have more autodialogue for the main character. Cinematic experience should never come before dialogue options, this is style over substance IMO. If there has to be a pretty 'walking scene' that involves the player character, then give the non-player character such a long monologue of lines that it will cover the entire walking/moving camera sequence and after they stop moving, have the dialogue wheel pop for the PC to have a chance to comment on what he/she just heard.
JasonPogo wrote...
Cinematic is the new buzz word we always hear about games these days. Well this whole cinematic approach to game makeing has been slowly killing role playing in games for a while now. Do you want to role play a character? To. Ad what you have in mind dose not fit with our totaly awesome voice acting and the awkwardly animated cut scene that is so damn cinematic you'll forget your playing a game.
Modifié par naughty99, 16 décembre 2012 - 01:32 .
Modifié par EJ107, 16 décembre 2012 - 02:14 .
Foopydoopydoo wrote...
I want a cinematic gaming experience!
If only there was a developer that made such games...
grumpyboobyhead wrote...
Well that´s kind of you to say!
Hmm... Well as a co-funder aswell, you mind if I or anyone uses that as a quote for them?
EJ107 wrote...
The first is choice in conversations. As Mass Effect 3 showed, having the player character walk about and do a lot of actions in a conversation means that the lines have to be pre-determied.
The second issue is with gameplay. Gameplay in Bioware games, to me, seems to come in three parts: combat, cutscenes/dialogue and the third which is gameplay outside of combat like exploration, purchasing armour and weapons and puzzles like the bridge in the Sacred Ash's quest. Recently the exploration/puzzle element has been dramatically decreasing, and I see this as another major problem. While it was only really filler it was a good time sink and allowed you to go and do something else if you were a bit bored of combat and wanted a break.
Bioware's never done real exploration.
Allan Schumacher wrote...
Bioware's never done real exploration.
The original Baldur's Gate had lots IMO. But in general I agree with you.
AlanC9 wrote...
Is it cutscenes per se that are the problem, or is it any dialogue that expresses the emotional state of the PC?
A cutscene now and then is OK (IMO) and adds some "candy and spice" to a game.abaris wrote...
AlanC9 wrote...
Is it cutscenes per se that are the problem, or is it any dialogue that expresses the emotional state of the PC?
In my book it's the cutscenes without interrupts for player input.