Expressing emotions during cut scenes.
#26
Posté 24 août 2013 - 05:58
#27
Posté 24 août 2013 - 06:00
#28
Guest_EntropicAngel_*
Posté 24 août 2013 - 06:09
Guest_EntropicAngel_*
Alocormin wrote...
I was also thinking, but didn't get around to suggesting, that these emotions could have a relationship with the tone of the character as it has been roleplayed so far.
That's a bad idea because there's no way it can be specific enough. It's just like the dominant tone system: just because I'm nice to nobles and my comrades doesn't mean the game should automatically force me into being nice (through autodialog or choice wheels) to slavers and blood mages.
This cannot be done truly effectively yet, and likely won't be able to for a long while.
#29
Posté 24 août 2013 - 06:26
KiwiQuiche wrote...
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.
I know you disliked being forced to throw a "temper tantrum" but I really liked that if you chose the especially harsh "temper tantrum" Joker is actually mad at you for a while. That was cool. The eventual apology scene gave me warm fuzzies.
#31
Posté 24 août 2013 - 07:03
metatheurgist wrote...
I'd prefer for the game to react dynamically with something like emotiv monitoring and putting the correct reaction on the PC. Selecting something by controller seems a bit remote for an emotional reaction.
What if you're not playing a self-insert though?
#32
Posté 24 août 2013 - 07:05
Let me tell you that my emotions aren't always my protagonists', for various reasons, including because I'm not the one experiencing the game's events directly. I also like to play different protagonists with different emotional predispositions.metatheurgist wrote...
I'd prefer for the game to react dynamically with something like emotiv monitoring and putting the correct reaction on the PC. Selecting something by controller seems a bit remote for an emotional reaction.
I like the idea proposed by Sylvius the Mad. That's indeed how you do it. If you're confident in your selection or already know what will happen, you can let the scene flow with a dynamic selection from that new reaction wheel, if you want more time, you can pause the game there or set the game to auto-pause when a reaction wheel comes up.
Modifié par Ieldra2, 24 août 2013 - 07:07 .
#33
Posté 24 août 2013 - 09:41
#34
Posté 24 août 2013 - 10:16
#35
Posté 24 août 2013 - 08:35
Exactly. How I feel about something may bear no resemblance at all to how my character feels.Foopydoopydoo wrote...
metatheurgist wrote...
I'd prefer for the game to react dynamically with something like emotiv monitoring and putting the correct reaction on the PC. Selecting something by controller seems a bit remote for an emotional reaction.
What if you're not playing a self-insert though?
#36
Posté 24 août 2013 - 09:16
To me, that's no different than hitting pause at any other time, or in the middle of a movie or whatever, because you have to get up right then, somebody comes in talking, etc. So I don't think it breaks the scene for those of us absorbed in it to have an optional pause & select. And if we want to play it real time, we just don't hit the pause and choose our reaction and it plays on. That's a simple, elegant solution I think, as long as we know there will be variable cut-scenes around our selections like that.
In fact, it'd be nice to have that central pause option every time the wheel comes up.
#37
Posté 24 août 2013 - 09:29
Allowing pausing might not help much - it just changes things to having to hurriedly press pause.
Timed stuff can make sense for a quick decisive action, whether a punch or a kiss, it creates a connection between the in game action and the action of the player. But for something like being upset, it seems like it would create a disconnect.
You could have the prompt flash up with lots of run in time, but I still doubt it will work - the player's instinct will still be to instantly jump on the prompt, because they don't know how long they'll have. And having that prompt flash on the screen seems like it would be very distracting in what's presumably supposed to be an emotional scene.
#38
Posté 24 août 2013 - 09:39
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.
I would have abused the hell out of that privelage. Anders, Petrice, the mages AND the templars, and Orsino. Merideth's face might have broken Hawke's hand, most likely. Sometimes Fenris, the "I hate you all, I was slave" bit can sometimes be very teeth grating.
#39
Posté 24 août 2013 - 09:43
But i want have more control over my character i don't want hawke or shepard who have own personality and for example game always think that i care about hawke mother or i belive in maker like diplomatic hawke or like they did in awakening that my character automatically kneels before alistair for my chaotic character that was WTF moment so i don't want such thing either.
#40
Posté 24 août 2013 - 09:45
#41
Guest_BarbarianBarbie_*
Posté 24 août 2013 - 10:01
Guest_BarbarianBarbie_*
#42
Guest_EntropicAngel_*
Posté 24 août 2013 - 10:03
Guest_EntropicAngel_*
Wulfram wrote...
Wouldn't having to hastily press x to be sad just feel weird?
Allowing pausing might not help much - it just changes things to having to hurriedly press pause.
Timed stuff can make sense for a quick decisive action, whether a punch or a kiss, it creates a connection between the in game action and the action of the player. But for something like being upset, it seems like it would create a disconnect.
You could have the prompt flash up with lots of run in time, but I still doubt it will work - the player's instinct will still be to instantly jump on the prompt, because they don't know how long they'll have. And having that prompt flash on the screen seems like it would be very distracting in what's presumably supposed to be an emotional scene.
Sylvius mentioned an auto-pause option, which solves this entire problem.
#43
Posté 24 août 2013 - 10:07
EntropicAngel wrote...
Sylvius mentioned an auto-pause option, which solves this entire problem.
But adds the additional problem of whether you want to put the scene on hold for a rather minor input Which Bioware are obviously reluctant to do even for what I'd consider rather more significant stuff.
#44
Guest_EntropicAngel_*
Posté 24 août 2013 - 10:10
Guest_EntropicAngel_*
Wulfram wrote...
But adds the additional problem of whether you want to put the scene on hold for a rather minor input Which Bioware are obviously reluctant to do even for what I'd consider rather more significant stuff.
What? no they aren't. Every scene that involves your character talking pauses indefinitely for the dialog wheel. Bioware is, as far as we know, perfectly okay with that. How is this any different?
#45
Posté 24 août 2013 - 10:19
Wulfram wrote...
Wouldn't having to hastily press x to be sad just feel weird?
Allowing pausing might not help much - it just changes things to having to hurriedly press pause.
Timed stuff can make sense for a quick decisive action, whether a punch or a kiss, it creates a connection between the in game action and the action of the player. But for something like being upset, it seems like it would create a disconnect.
You could have the prompt flash up with lots of run in time, but I still doubt it will work - the player's instinct will still be to instantly jump on the prompt, because they don't know how long they'll have. And having that prompt flash on the screen seems like it would be very distracting in what's presumably supposed to be an emotional scene.
I definitely don't want the rushed triggers from Mass Effect, but in certain scenes, a timed wheel wouldn't be a problem, I don't think. Just put a timer ring around it (a little border that changes color around the ring, clockwise or counter). I would only allow it if you have a scene where you can allow say around two seconds to choose. And then if you need to hit the pause, you hit it, and if you're just kind of stunned, do nothing and you'll get that reaction. Something like that.
I wouldn't want it to be a huge distracting thing in the middle of the screen like a lot of QTEs are, just something down at the bottom that you can quickly pop to your face selection and hit it, no words. If you pause, you get a little clarifying option that comes out if you want it, I guess. They're doing something like that for regular dialogue choices anyway. I don't like it to auto-pause because you end up with a choppy scene for people that want to enjoy it in real time, but I don't think it hurts to have it available.
I prefer the wheel because it's the familiar mechanic, and players should be comfortable quickly refering to it and making a selection over the course of regular gameplay. I prefer to have the longer lead time for it because I don't want to have extra tension around the gameplay mechanic like there was for me in Mass Effect. Having to make a decision too quickly turns it into a reflex more than a choice.
Modifié par cindercatz, 24 août 2013 - 10:24 .
#46
Posté 24 août 2013 - 10:20
EntropicAngel wrote...
What? no they aren't. Every scene that involves your character talking pauses indefinitely for the dialog wheel. Bioware is, as far as we know, perfectly okay with that. How is this any different?
If they were really OK with that, they wouldn't be putting in auto-dialogue. There's a balance of getting scenes to flow properly and allowing the player to have the necessary control of the character.
I'm quite opposed to auto-dialogue, but I don't think it's worth interrupting things for an expression that they could generally just not show.
#47
Posté 24 août 2013 - 10:22
Sylvius the Mad wrote...
Exactly. How I feel about something may bear no resemblance at all to how my character feels.Foopydoopydoo wrote...
metatheurgist wrote...
I'd prefer for the game to react dynamically with something like emotiv monitoring and putting the correct reaction on the PC. Selecting something by controller seems a bit remote for an emotional reaction.
What if you're not playing a self-insert though?
Won't work for a TP game and you know it. They have to implement this aspect into cutscenes.
#48
Guest_EntropicAngel_*
Posté 24 août 2013 - 10:35
Guest_EntropicAngel_*
Wulfram wrote...
If they were really OK with that, they wouldn't be putting in auto-dialogue. There's a balance of getting scenes to flow properly and allowing the player to have the necessary control of the character.
I'm quite opposed to auto-dialogue, but I don't think it's worth interrupting things for an expression that they could generally just not show.
I think the fact that they have a dialog wheel at all says that they're okay with it. And Gaider has stated (I mentioned in in the first reply to this thread) that they're adding another wheel to the mix. I feel the argument's on my side, though that's of course debatable.
I would prefer it because Bioware DOES have a habit of showing expressions, whether it's Shepard doing a rape face or the Warden being shocked and awed by Wynne falling down or it's Hawke making all his facial expressions. There WILL be facial expressions in DA I, that much is a given. The question is whether you want control over them or not, not "control over expressions" vs. "none at all."
#49
Posté 24 août 2013 - 11:20
I want to enjoy the game and not try to see some rubbish on the screen that tells me to press O for Oven P for Petra or i will miss out.
#50
Posté 24 août 2013 - 11:54
I'm not in favor of the OP's proposition. I rather have the energy put in that idea directed to something useful.
Modifié par AngryFrozenWater, 25 août 2013 - 12:00 .





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