In the sense of Halflife as opposed to jumping into cut-scenes constantly?
I think there were one or two sequences like that, with spiders and ogres being triggered by walking into a certain area in Dragons Age but for the most part it jumps into cut-scenes as a primarily means of story-telling.
Why don't Bioware games utilize scripted sequences more?
Débuté par
Rubbish Hero
, janv. 17 2010 02:42
#1
Posté 17 janvier 2010 - 02:42
#2
Posté 17 janvier 2010 - 02:49
Because it is less likely to be bugged if it is a cutscene, whereas if it is a scriped sequence certain programmed scripts that are also used in gameplay might glitch the sequence therefore making it not possible to see what is going on for instance. E.G. when you walk to the top of a certain tower and find an ogre, if it was a scripted sequence you might just see a wall with the ogre behind it, instead of seeing the ogre. Whereas a cutscene is a scripted scene cut from the rest of the game for the sole purpose of being viewed.
#3
Posté 17 janvier 2010 - 07:00
Style maybe. I can understand some things being done in scripted sequences but I would rather Bioware went all cutscenes than all scripted like Oblivion, which felt really underwhelming, even during the dramatic parts.
#4
Posté 17 janvier 2010 - 07:44
Precisely. Valente, I couldn't agree with you more. Yes, it's much less likely to bug. For instance: in Oblivion when the Emporer is killed... you could stand in his way, and there'd be a slight awkward struggel as he walks around you, stares the emperor in the eye, an dgives a lousy slash. In a cutscene, the sloppiness and mistakes could be abided to give a much more dramatic affect.
#5
Posté 17 janvier 2010 - 07:45
I was reffering to the Mythic Dawn assassin in the above post, of course.
#6
Posté 17 janvier 2010 - 05:51
Bioware prefers to tell a story, movie style. This also conveniently takes a load off the programmers. For the story they can throw away dynamic lighting, dynamic weather, day/night cycles, lots of scripting, and so on. One day we'll fire up a Bioware game and watch cutscenes from beginning to end, and all we'll get to do is choose responses. 
Oblivion has it's faults, but I prefer it (you don't have to deliberately try breaking it you know) over constantly being sucked into yet another cutscene - especially since it plays havoc with party positioning. Bioware are getting lazy in their old age.
Oblivion has it's faults, but I prefer it (you don't have to deliberately try breaking it you know) over constantly being sucked into yet another cutscene - especially since it plays havoc with party positioning. Bioware are getting lazy in their old age.
#7
Posté 18 janvier 2010 - 01:46
Endurium wrote...
Bioware prefers to tell a story, movie style. This also conveniently takes a load off the programmers. For the story they can throw away dynamic lighting, dynamic weather, day/night cycles, lots of scripting, and so on. One day we'll fire up a Bioware game and watch cutscenes from beginning to end, and all we'll get to do is choose responses.
Oblivion has it's faults, but I prefer it (you don't have to deliberately try breaking it you know) over constantly being sucked into yet another cutscene - especially since it plays havoc with party positioning. Bioware are getting lazy in their old age.
If you want to play a movie you should play the Metal Gear Solid series
#8
Posté 18 janvier 2010 - 05:16
Endurium wrote...
especially since it plays havoc with party positioning. Bioware are getting lazy in their old age.
I'm almost certain that's deliberate in Dragon Age given how trivial it is to solve. It is very frustrating at times though.
I'd imagine Bioware use cutscenes in Dragon Age because they want control of the camera so they can show you facial expressions and the like. Unlike Half Life which has little dialogue and a lot of monsters most of the characters are human.




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