Expressing emotions during cut scenes.
#1
Posté 24 août 2013 - 04:00
I was wondering if DA:I could create something like this in regards to emotion. Say you come upon a scene of carnage and the camera pans to take it in along with your companion's reaction. Usually, the PC is given a neutral expression, but what if there was a small pop up that allowed you to express anger or grief.
Not to talk or act, but to simply change the Inquisitor's facial expressions and/or body language.
#2
Guest_EntropicAngel_*
Posté 24 août 2013 - 04:02
Guest_EntropicAngel_*
If so I agree, but I would prefer it not be timed.
http://social.biowar...6937/1#14917797
We are also getting a "reaction wheel" for use when an emotional reaction to events is being called for-- I've mentioned this before, and it's useful in very specific circumstances, but it's not something I'll go into in full until we can show what we mean by it.
Modifié par EntropicAngel, 24 août 2013 - 04:05 .
#3
Posté 24 août 2013 - 04:04
#4
Guest_EntropicAngel_*
Posté 24 août 2013 - 04:05
Guest_EntropicAngel_*
#5
Posté 24 août 2013 - 04:06
EntropicAngel wrote...
Are you referring to the reaction wheel? Or suggesting something in addition?
If so I agree, but I would prefer it not be timed.
I think it would work best timed, though. Ideally, we would have a couple of seconds to pick either anger or sadness, and if we don't pick one within the time frame, the character remains stoic and the scene continues.
#6
Posté 24 août 2013 - 04:07
Personally, I'm very much in favor of it. I'm really a big fan of DA2, but there were times my Hawke reacted emotionally in ways I might not have preferred. I'd welcome a chance to display a wider range of emotions.
#7
Posté 24 août 2013 - 04:07
#8
Posté 24 août 2013 - 04:08
Modifié par Zack_Nero, 24 août 2013 - 04:09 .
#9
Posté 24 août 2013 - 04:11
Modifié par Zu Long, 24 août 2013 - 04:16 .
#10
Posté 24 août 2013 - 04:21
But yes, I wouldn't mind some spontaneous punching. A lotta people need those in the DA verse.
#11
Posté 24 août 2013 - 04:29
KiwiQuiche wrote...
Zu Long, Shepard already throws a temper tantrum like a child after Thessia by default. Forced emotions tend to irritate people if they don't care about what their PC is going into a fit about.
Hmm. Not sure I agree with that first part. Being angry about not getting the galaxy-saving information isn't much of a temper tantrum. Shepard gets a bit harsh, but I would have liked the option to have her start breaking things.
The beauty of a reaction wheel though would be the ability to choose what emotion, if any, you wished to show, so if you don't think your Shepard would care, you could choose stoic.
#12
Posté 24 août 2013 - 04:41
Zu Long wrote...
KiwiQuiche wrote...
Zu Long, Shepard already throws a temper tantrum like a child after Thessia by default. Forced emotions tend to irritate people if they don't care about what their PC is going into a fit about.
Hmm. Not sure I agree with that first part. Being angry about not getting the galaxy-saving information isn't much of a temper tantrum. Shepard gets a bit harsh, but I would have liked the option to have her start breaking things.
The beauty of a reaction wheel though would be the ability to choose what emotion, if any, you wished to show, so if you don't think your Shepard would care, you could choose stoic.
She goes around and verbally attacks her whole crew. That's incredibly childish and unprofessional of her.
Yes, I would prefer that, after than shoehorned emotions. However after Thessia all the auto with crew was "angry" and with Joker you could use the dialogue wheel but it was "verbally attack" and "verbally attack". That is not something I want to see in DAI.
#13
Posté 24 août 2013 - 04:50
What would be mind-blowing is if the character on-screen mimicked the expression of the player, using their kinect camera or something to that effect. Simply because, this way, the feedback is only natural rather than requiring a forced reaction from the player to decide what their character shows, and little else.
PS: I found it very effective, the way Shepard reacted to what happened. It didn't seem like too much to me, and it didn't seem like an attack.
Moar punching innocent reporters! since that's not immature fun.
Modifié par Alocormin, 24 août 2013 - 04:58 .
#14
Posté 24 août 2013 - 05:06
No, it isn't.Maria Caliban wrote...
It's a cutscene. It's timed by definition.
I don't know if you ever saw it, but In Exile and I once worked out a detailed model for ME2-style interrupts that both didn't require real-time decision-making and allowed the player to have some idea what the interrupt would do.
#15
Guest_EntropicAngel_*
Posté 24 août 2013 - 05:07
Guest_EntropicAngel_*
#16
Posté 24 août 2013 - 05:10
Alocormin wrote...
I like the idea. A nice little optional interaction, and as a bonus it might resolve a little of the concerns people have about the protagonist not being theirs - like Shepard's interjections.
What would be mind-blowing is if the character on-screen mimicked the expression of the player, using their kinect camera or something to that effect. Simply because, this way, the feedback is only natural rather than requiring a forced reaction from the player to decide what their character shows, and little else.
PS: I found it very effective, the way Shepard reacted to what happened. It didn't seem like too much to me, and it didn't seem like an attack.
Moar punching innocent reporters! since that's not immature fun.
Except not everyone wants the main character to be them.
I personally would really dislike that mechanic, simply because I want to roleplay. I don't want my main character to show the same emotions I do, I want them to show the emotion I feel would be in-character for them.
And I don't know about you guys, but my expression during video games is generally pretty stoic. With the occasional laugh or squeal.
#17
Posté 24 août 2013 - 05:11
KiwiQuiche wrote...
Zu Long, Shepard already throws a temper tantrum like a child after Thessia by default. Forced emotions tend to irritate people if they don't care about what their PC is going into a fit about.
But yes, I wouldn't mind some spontaneous punching. A lotta people need those in the DA verse.
Yeah, those of my character who spared Anders, and maybe even agreed with him, still wanted the opportunity to punch him for being an idiot.
#18
Posté 24 août 2013 - 05:11
#19
Posté 24 août 2013 - 05:16
#20
Posté 24 août 2013 - 05:19
Maria Caliban wrote...
What is a reaction wheel?
You should probably read the second post in this topic.
#21
Guest_EntropicAngel_*
Posté 24 août 2013 - 05:20
Guest_EntropicAngel_*
Maria Caliban wrote...
What is a reaction wheel?
I'll look for a better example than what I listed there.
http://social.biowar...9851/9#16164267
In DA3, we are adding the "reaction wheel" to the previous two categories. This covers any situation where an emotional response is called for, where the three tones don't cover the needed territory (sadness, shock, rage... or just being stoic if one prefers), but we haven't shown it yet nor will I discuss it much.
Modifié par EntropicAngel, 24 août 2013 - 05:27 .
#22
Posté 24 août 2013 - 05:20
My expression during everything is generally pretty stoic.Blackrising wrote...
And I don't know about you guys, but my expression during video games is generally pretty stoic.
Okay, so imagine there's a cutscene, and an interrupt icon appears, just like ME2.EntropicAngel wrote...
Do tell.
The player can, just like ME2, ignore the icon. The scene will then play out normally. Alternatively, the player can, just like ME2, trigger the interrupt, and thus get to see a modified scene.
Let's add a third option - the option to pause the scene. We should even make this a possible auto-pause option, so for some players the scene would always pause here. Now, with the scene paused, the player can consider his choice. If he wants, he can trigger the interrupt while paused. If he doesn't want to, he can unpause and resume the unmodified scene. We've just eliminated the timing component.
But that's not enough. The player still doesn't know what the interrupt will entail. So, let's create an option to investigate the interrupt's content. Obviously, with the regular interrupts, there's no time for the player to examine anything more detailed than a Paragon or Renegade icon, so without the pausing this wouldn't make any sense, but now that we're paused let's let the player see what is effectively a dialogue option where he can read a text description of the actions the interrupt will trigger.
Now, with more detailed knowledge of what the interrupt would entail, the player can make an informed decision about whether to trigger it. If he would rather the scene continue without his intervention, he can still just unpause the game and let the scene proceed. If, he can trigger the interrupt, more confident that it is what he wants.
That's how you implement ME2-style interrupts in an roleplaying-friendly way.
#23
Posté 24 août 2013 - 05:23
fiveforchaos wrote...
KiwiQuiche wrote...
Zu Long, Shepard already throws a temper tantrum like a child after Thessia by default. Forced emotions tend to irritate people if they don't care about what their PC is going into a fit about.
But yes, I wouldn't mind some spontaneous punching. A lotta people need those in the DA verse.
Yeah, those of my character who spared Anders, and maybe even agreed with him, still wanted the opportunity to punch him for being an idiot.
That kinda reminds me of Fable 3; after you beat the Bandit Boss in the mountains, you can choose to either spare him or kill him. If you spare him, the Hero punches him in the face then helps him back up to his feet.
#24
Guest_EntropicAngel_*
Posté 24 août 2013 - 05:28
Guest_EntropicAngel_*
Sylvius the Mad wrote...
Okay, so imagine there's a cutscene, and an interrupt icon appears, just like ME2.
The player can, just like ME2, ignore the icon. The scene will then play out normally. Alternatively, the player can, just like ME2, trigger the interrupt, and thus get to see a modified scene.
Let's add a third option - the option to pause the scene. We should even make this a possible auto-pause option, so for some players the scene would always pause here. Now, with the scene paused, the player can consider his choice. If he wants, he can trigger the interrupt while paused. If he doesn't want to, he can unpause and resume the unmodified scene. We've just eliminated the timing component.
But that's not enough. The player still doesn't know what the interrupt will entail. So, let's create an option to investigate the interrupt's content. Obviously, with the regular interrupts, there's no time for the player to examine anything more detailed than a Paragon or Renegade icon, so without the pausing this wouldn't make any sense, but now that we're paused let's let the player see what is effectively a dialogue option where he can read a text description of the actions the interrupt will trigger.
Now, with more detailed knowledge of what the interrupt would entail, the player can make an informed decision about whether to trigger it. If he would rather the scene continue without his intervention, he can still just unpause the game and let the scene proceed. If, he can trigger the interrupt, more confident that it is what he wants.
That's how you implement ME2-style interrupts in an roleplaying-friendly way.
Interesting.
#25
Posté 24 août 2013 - 05:54
Blackrising wrote...
Except not everyone wants the main character to be them.
I personally would really dislike that mechanic, simply because I want to roleplay. I don't want my main character to show the same emotions I do, I want them to show the emotion I feel would be in-character for them.
And I don't know about you guys, but my expression during video games is generally pretty stoic. With the occasional laugh or squeal.
How would you approach this possibility then?
Ok, I don't want my character to be me, or imitate my facial expressions. Not really what I was going for, so thanks for pointing that out. I was thinking about how nifty it would be if a character would mirror my emotions - not become them. That would not make sense. I was just pondering how this might be adapted as something more unconscious. If it were somewhat unconscious or at least automatic, that would remove the gamey-ness of having to press a button to get a frown, tears, or a look of rage.
I like aspects of what Sylvius is saying. Being able to pause and decide on a reaction, up to a point.
Another possible problem is that, in conversations, while waiting to speak it's nice to have an expression on the main character's face rather than sitting blankly. Maybe hovering over a certain choice, the character's face could mirror what thinking or emotion would lead to that response, organically leading to the selection of that choice?
Modifié par Alocormin, 24 août 2013 - 06:05 .





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