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Visual part is very important. It makes the characters and the world alive.


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#176
Ravensword

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Steelcan wrote...

Ravensword wrote...

Whenever I see my feed blow up w/ several users posting in the same forum, I figure it's b/c David is online sharing whatever bits of wisdom he's managed to pull out of his ass of late.

thats not fair, it isnt always him


I've noticed this for a while.

#177
CynicalShep

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David7204 wrote...

You seem to have less and less to contribute every time I see you post, dreamgazer.


The irony of this is filling me with joy

#178
Guest_Catch This Fade_*

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Silcron wrote...
No point in judging an rpg focusing on gameplay and graphics or a sports game focusing on its story.

That's...wrong. Fire Emblem series says hi

#179
Nonoru

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ThisOnesUsername wrote...

Nonoru wrote...

Seival wrote...

They can decrease the planned amount of cut-scenes and dialogues to make the rest look much better. It's not too late yet. They are still on the early stage of development.

   

So you want another FFXIII? You can truly tell it sold so well. 

But it did sell, that is the travesty here.

  

In japan. Watch the sales over the world. Numbers should be way higher for such a costy production. 

Modifié par Nonoru, 03 décembre 2013 - 02:44 .


#180
Guest_EntropicAngel_*

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Nonoru wrote...

ThisOnesUsername wrote...

Nonoru wrote...

Seival wrote...

They can decrease the planned amount of cut-scenes and dialogues to make the rest look much better. It's not too late yet. They are still on the early stage of development.

   

So you want another FFXIII? You can truly tell it sold so well. 

But it did sell, that is the travesty here.

  

In japan. Watch the sales over the world. Numbers should be way higher for such a costy production. 


Your point doesn't make any sense compared to Sieval's statement. like, at all.

Like, at all. Give a guess at how many hours of cutscenes there are in FF XIII.

Including the credits, it's just over seven hours. Seven hours of cutscenes alone. Square Enix didn't "decrease" any type of cutscenes. They made an 80 hour game that happens to have seven hours of cutscenes.

Sieval is suggesting Bioware make a five hour game so they can have mocap.


...sorry. My profile pic should say it all :P

#181
Guest_EntropicAngel_*

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Seival wrote...

EntropicAngel wrote...

Seival wrote...

 But please, don't expect BioWare to return to oldschool even a little. DA:I will obviously be a AAA modern game, not a DA:O or Baldur's Gate revamp.


Is that why Bioware has returned the tactical camera? Is that why Bioware removed level scaling? Is that why Bioware removed total health regen?

I'm not sure you know the game you're talking about.


You listed the features that any game can use.

Remember Me, for example:
 - Health isn't regenerating automatically, so you have to use your skills to keep your character alive.
 - Your character isn't becoming overpowered while progressing through the game.
 - You can place game on "pause" to open the abilities menu and think about current combat situation to figure out what should you do next.

And Remember Me is a great modern AAA heavily story-driven game, not some old-school boredom.


No. I listed features that are, in RPGs, a distinct throwback to "old-school" games.

#182
Absafraginlootly

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For me, depends on whether we're talking graphics or art style. Morrowind has terrible graphics in comparison to some of the other games I play but the visual style, ambiance and music is wonderful - that's' what makes the world feel alive to me. I do appreciate graphics like Lara moving hair and Skyrim's lovely scenery but it's not as important to me as the style, and I'd take more dialogue and story over both of them any day.

#183
Nonoru

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EntropicAngel wrote...

Nonoru wrote...

ThisOnesUsername wrote...

Nonoru wrote...

Seival wrote...

They can decrease the planned amount of cut-scenes and dialogues to make the rest look much better. It's not too late yet. They are still on the early stage of development.

   

So you want another FFXIII? You can truly tell it sold so well. 

But it did sell, that is the travesty here.

  

In japan. Watch the sales over the world. Numbers should be way higher for such a costy production. 


Your point doesn't make any sense compared to Sieval's statement. like, at all.

Like, at all. Give a guess at how many hours of cutscenes there are in FF XIII.

Including the credits, it's just over seven hours. Seven hours of cutscenes alone. Square Enix didn't "decrease" any type of cutscenes. They made an 80 hour game that happens to have seven hours of cutscenes.

Sieval is suggesting Bioware make a five hour game so they can have mocap.


...sorry. My profile pic should say it all :P

 

I'm talking about stripping off elements in order to increase visuals. Not that it is necessarily wrong in itself, but there's a point where you should set limits. FFXIII isn't per say a bad game either. It simply didn't have that RPG feel to it.(by my own standards, granted)  

And Lightning is still a cool character regardless of my overall opinion of the game itself. x)

#184
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Nonoru wrote...

I'm talking about stripping off elements in order to increase visuals. Not that it is necessarily wrong in itself, but there's a point where you should set limits. FFXIII isn't per say a bad game either. It simply didn't have that RPG feel to it.(by my own standards, granted)  

And Lightning is still a cool character regardless of my overall opinion of the game itself. x)



That's a fair statement, though there's no way to know for sure if that's actually what happened.

And I wouldn't really know when JRPGs ever had an RPG feel. Before FF V, when the ATB ruined true turn combat? I dunno myself.

That's fair, though. I won't take issue with someone disliking the game--I'd be up in arms against the entire internet. The only thing that bugged me was that XIII has a deep (some would say complicated) story that takes many hours to tell, while Sievel is suggesting (I'll say it again) a five hour game for mocap.

#185
Sylvius the Mad

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David7204 wrote...

We have all this supposed support for old school games with old school mechanics and look where they are: Panhandling for money over Kickstarter just to get a product out. And the majority will probably end up failing anyway. Meanwhile the AAA games with AAA graphics make hundreds of millions.

They also cost hundreds of millions.

Rather than compare gross revenue numbers, why not ROI?  The budget of those "niche" games is vastly smaller than with the AAA titles.

#186
Sylvius the Mad

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David7204 wrote...

First of all, it's foolish to assume that smaller projects are going to have more passion. Secondly, it's foolish to assume smaller problems have more time devoted to them. In fact, pretty much by definition, smaller projects have fewer man-hours.

Of course they do.  Alpha Centauri, one of the very best games ever made (in my opinion) was produced by a company that had a grand total of 17 employees, including the receptionist.

You don't need 300 guys and $100 million to make a great game.  You can make a great game like that, but that's not the only way.

#187
Sylvius the Mad

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JCAP wrote...

RPG: Story first, visuals later!

Roleplaying first.

Everything else later.

#188
Fortlowe

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Sylvius the Mad wrote...

JCAP wrote...

RPG: Story first, visuals later!

Roleplaying first.

Everything else later.


Intrigue first. 

The game absolutely has to capture your interest or else why play it?

#189
Nefla

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You guys are all wrong! They should make a two hour game with no combat, no character customization, no role playing, no voice acting, dated visuals, and no music to save resources to put more dresses in the game! My inquisitor should have at least 249 dresses of varying colors and styles. Lets not forget what makes an rpg an rpg: dresses duh!

#190
Sylvius the Mad

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Fortlowe wrote...

Intrigue first. 

The game absolutely has to capture your interest or else why play it?

Because you're capabale of creating a character that catches your interest.

#191
Guest_Puddi III_*

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Fortlowe wrote...

Sylvius the Mad wrote...

JCAP wrote...

RPG: Story first, visuals later!

Roleplaying first.

Everything else later.


Intrigue first. 

The game absolutely has to capture your interest or else why play it?

Dakka first.
Moar dakka later.

#192
Fortlowe

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Sylvius the Mad wrote...

Fortlowe wrote...

Intrigue first. 

The game absolutely has to capture your interest or else why play it?

Because you're capabale of creating a character that catches your interest.


However the character isn't the game. The character is an avatar. Creating an interesting avatar is interesting in an of itself, true enough, but if this individual has nothing interesting to play off of then it's all for not. Intrigue is stimulating whether I make the protagonist or not.

*edit. Dakka is also frequently fun.:whistle:

Modifié par Fortlowe, 03 décembre 2013 - 06:56 .


#193
Sylvius the Mad

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Fortlowe wrote...

However the character isn't the game.

I disagree.

#194
Khevan77

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Visual eye candy is great, but not at the expense of the story or character development and interaction. There are games out there, the Last of Us being a prime example, with a linear story and linear gameplay, where the graphics and cut scene quality literally make the game. Last of Us is a great game, for it's genre. I'm in the middle of my first playthrough, but I've seen a let's play on YouTube, and it looked awesome.

However, Last of Us is not an RPG. There are trade-offs to be had. TLOU was focused on a linear story, no need for conversation options, or branching storyline, or any of the myriad of things that are very commonly found in RPG's. Having the visual quality of that kind of game would take too much to allow for those kinds of things.

I agree to a large part with Sylvius. I want a protagonist who I define, who's choices matter, who's very existence is the reason for the game. I differ in that I'm willing to sacrifice some player agency for a tight story, where having limited options allows for a strong story moment. Sylvius, if I've misrepresented your position, I apologize, and please correct me if such is the case.

Having high quality graphics on top of the above is a definite plus, but if those graphics come at the cost of time/resources required for that, it is a detriment, in my opinion. I'd rather have graphics in line with ME1, or DA:O, and have a great story with great characters. I also enjoy the awesome graphics with the linear storyline of Last of Us, but that is a different game, and to expect that in a Bioware RPG is just...I don't know the word. They're different genres, and that's all that should be said on that, in my opinion.

#195
Seival

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Darth Brotarian wrote...

Seival wrote...

Darth Brotarian wrote...

Your time has long since passed then sevial. Those modern games you praise so much, still use scripted dolls set into per-programed tracks of behavior with you just pressing a continue button repetitively.

What it sounds like you yearn for are the truly outdated wrecks that were full motion video games.


I see real actors work in modern AAA story-driven games. In cut scenes. In dialogues. In fully motion captured scenes and sequences. This makes me feel what they feel. What their characters feel. This makes the stories truly deep and exciting. This makes something that none of old-school games can make.


Yeah yeah, blah blah blah, your feelings.

Most of their "work" in the video games amounts to just giving their voice acting. They aren't doing the stunts, they aren't putting on the suits and doing the motions. It's someone else whose motions they capture and put over it while the actors lines and body model are put over it, like an over-glorified ventriloquist dummy.

In the end, that is all those new games are. Same scripted actions, Same dollesque motions. Only it's a better sound quality puppet, with a more limber doll.


Maybe you should watch this before posting such a nonsense?

Modifié par Seival, 03 décembre 2013 - 11:29 .


#196
Giga Drill BREAKER

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I really hope they expanded there colours this time to something other than brown.

#197
Muspade

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But Fereldan's only colour is wet dog.

#198
Vulpe

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While super smooth and realistic visuals would be nice, they are not as important ( at least for me ) in a RPG.The story and the action and character development are the priorities.

Look at Planescape:Torment - by today standards that game has pretty bad graphics, but do to the story and characters it's a gem when it comes to RPG's and games in general.

Great graphics should be just a bonus, not the main focus, especially in a RPG.

Most RPG players can ignore bad graphics if the story is really good, but I doubt that you'll find many that can play a RPG with a very weak story but with uber graphics.

#199
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Darth Brotarian wrote...

Seival wrote...

I see real actors work in modern AAA story-driven games. In cut scenes. In dialogues. In fully motion captured scenes and sequences. This makes me feel what they feel. What their characters feel. This makes the stories truly deep and exciting. This makes something that none of old-school games can make.


Yeah yeah, blah blah blah, your feelings.

Most of their "work" in the video games amounts to just giving their voice acting. They aren't doing the stunts, they aren't putting on the suits and doing the motions. It's someone else whose motions they capture and put over it while the actors lines and body model are put over it, like an over-glorified ventriloquist dummy.

In the end, that is all those new games are. Same scripted actions, Same dollesque motions. Only it's a better sound quality puppet, with a more limber doll.

I know you don't like Seival's arguments (understandable) but I think the folks over at Rockstar and people like Steven Ogg, Ned Luke, and Shawn Fonteno might disagree with what you think the AAA game is.

#200
Axdinosaurx

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Gameplay >> Story >> Visuals
Pretty =/= better