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These non cinematic conversations irks me.


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#26
thevaleyard

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I don't mind having generic options for no name peasants but some conversations could have definitely benefited from the cutscene treatment. 

 

Spoiler


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#27
Nathair Nimheil

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Honestly they dont bug me that much, If the voices were a little louder though..,

This.

 

It would be nice if the background noise was cut down for the duration of the conversation. Trying to hear people talk in a tavern is like, well, trying to hear people talk in a tavern.


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#28
Kantr

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I don't mind having generic options for no name peasants but some conversations could have definitely benefited from the cutscene treatment. 

 

Spoiler

Possibly, it was a side quest though.


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#29
Bugsie

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It has only bugged me a couple of times. Once when I went to chat with Blackwall and the stone fence got in the way. Second time talking with Dorian, and a soldier passing by got stuck and couldn't move around us, it was a long convo too so it was a distraction!

#30
Lee T

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Copying Skyrim.


Since Skyrim can be played FPS you can easily focus on your interlocutor and you don't see your character no reacting. dragon Age being fully third person, it's harder to feel immersed in a conversation that just happens. The bare minimum would have been a series of shot and reverse angles focusing on whoever speaks. i have her to play the games but the wide shots I've seen in vids do feel strange for a Voiced protagonist Bioware game.

#31
CizzyChaos

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This was one of the things that really broke the immersion for me.
The "Bioware RPG" feeling wasn't really there without all the small conversation cinematics.

It might also have been a way to cut out facial expressions, because you can't really see the characters. Not as clearly anyhow. 

And the cinematic feel to the conversations also made me more intrested in what was said. I don't really know why. Might be a combination of actual facial expressions and clever camera positioning. The non cinematic ones were not that intresting and was harder to actually care about, for me anyhow.

So yes, cinematic conversations might take more time to make. But they're also much nicer to look at... I'd choose the cinematic ones any day.


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#32
llandwynwyn

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Yeah, I get it. Cinematic are work, they focused on important convos*, yada yada. I get it.

Couldn't they'd zoom in the npcs faces or something. I just want to stare at beautiful people like Ser Michel


* it shows, btw. props to all animators.
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#33
Sylvius the Mad

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Why did Bioware choose to do away from the Mass Effect style conversations in favor for these lame 3rd Person conversations. I dont feel as engaged in these conversations as I do the cinematic ones.

I feel the opposite. I would much prefer that all of thr conversations work lile this, and we scrap cinematic conversations entirely. All the cinematics do is create restrictions.

Whereas, if we can retain camera control (and ideally have the UI not change), I find that breaks my immersion far less.

Cinematic conversations have always harmed my immersion because they change the user-interface, which draws my attention to the fact that there is a user-interface.

I'd like my view of the game and my control over that view never to change. Like NWN or Wasteland 2.

#34
Sylvius the Mad

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The "Bioware RPG" feeling wasn't really there without all the small conversation cinematics.

My favourite BioWare RPGs don't have any cinematic conversations.
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#35
DragonAgeLegend

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I completely agree with the OP! I find myself being easily distracted or spinning the camera around in circles to keep me focused. I'd much rather prefer the close up style and an option to walk away if they need to have one. 



#36
DragonAgeLegend

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I don't mind having generic options for no name peasants but some conversations could have definitely benefited from the cutscene treatment. 

 

Spoiler

LOL, I wish I didn't open that! 



#37
Arngeld

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Nope. Not seeing it. Then again, I hold to the opinion that the best dialogue in gaming history had no "cinematic" view(Plan escape: Torment), so I can see how people who didn't play RPGs pre-KOTOR might feel differently.

But I'll take more conversations with more variation in response over fixed camera angles and choreography.

#38
ZipZap2000

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Still better than that crap we got in ME3 that passed as conversation. They need to get back to ME2 style conversations imagine how crud Mordin singing scientist salarian would be in third person.

 

Edit: I loved the dialogue we got btw. Proved you can have quality and quantity in the one game.



#39
Linkenski

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I think in general it would turn out better if Bioware focused on reducing the total amount of recorded dialogue in their games, because they seem to have trouble keeping up with having to write so much (it becomes more quantity in the end) and especially having to afford having all those lines voiced.

I don't have a problem with the non-cinematic dialogues versus completely non-cinematic like in Mass Effect 3. But I do think Bioware would be better off going for 35.000 QUALITY lines of spoken dialogue rather than 80.000 because as it is, I find Inquisition to be skating on the surface of things too much, both with characters but also with the main quest.

#40
Kage

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No no no, for me its quantity first, cinematics second. In a RPG, the most important thing for me is lore, discovering a rich world, and story + sub-stories, etc.

Writing is cheap, voice acting is more expensive, and animation is super expensive. Since most gamers are tired of reading heavy codexes in the screen, myself included, I think the best approach is to use a lot of audio conversations, since they offer a lot of content for a reasonable investment.

I have yet to play the game, but if we have the same animation content that other DA, and more content through audio, kudos for Bioware IMHO.
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#41
Snook

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Am I the only one who was always trying to pan the camera into a semi-cinematic angle during all these conversations?  :lol:


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#42
Kage

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Keep in mind that "quality" is subjective. For somebody might be if the conversation is animated in a cinematic or not, but for me the quality of a conversation depends on what is being said, how it is written, and how long it is. If it is long, interesting, offers a lot of lore or makes a companion more interesting, it is a quality scene for me. A cinematic conversation of something uninteresting, is a waste of resources in my eyes

#43
AtreiyaN7

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I actually come down on the side of having more dialogue - so long as I also get cinematics for the important events.



#44
sylvanaerie

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It can be disconnecting, but if it means more dialogue with the companions I'll take it.  Origins got pretty boring after all convos were exhausted and you just got "What can I do for you?" Followed by "Never Mind" from the warden.  I have found myself skimping on dialogue this game, used to having it exhaust too soon then having 12-20 hours of game play staring at me with nothing new to chat about. So far, I haven't exhausted conversation on most of my companions.

 

And for generic fetch quest for Joe the farmer, I don't need a cinematic.  A 3rd person dialogue is fine for me.

Imagine the amount of download it would have required--and the hard drive space it would have required--if all those conversations had been cinematic.  As it is, it took 18 hours for my stuff to finish downloading, and that was steady without any of the interrupts some of my friends experienced.

 

I feel they put in just enough of both kinds of dialogues.



#45
SilentK

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I think this works great. You can talk to people plenty of times and the special scenes really stand out when they come. Much much prefer this to DA:O and DA:2. First one had the same scene in the camp and the second just had too few interactions in this way. Love being able to just run up and talk to my companions.

I am very pleased with this.

#46
JWvonGoethe

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The non-cinematic conversations bothered me at first, but now I quite like them. You can pull the camera in to get a more cinematic feel during the conversation. You can also position the Inquisitor in the right place before initiating to get a nice backdrop/lighting while talking. That and sometimes I like semi-exiting the conversation to walk around while the NPC is talking. It's more interactive and you can still get it to look good with the right camera positioning. I actually missed it during the single old-style cinematic conversation that I've seen when exploring (the one in Redcliffe).

What I do miss are the depth of the responses we used to be able to give. One investigate option and a goodbye line are not really sufficient for a quest conversation. Most of the time we can't even say we've agreed to a quest and I don't think I've ever seen a dialogue option to turn down any quest.

#47
dsl08002

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For side quests i can live with it, but when talking to party members and advisor it doesnt fit.

#48
Chari

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Yeah. Killed immersion
I can understand common NPCs but companiins and plot NPCs? Nope

#49
StElmo

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Its nice to have more dialogue, maybe one day they will automate a camera system for their games, but they have to allocate resources so you can't have everything.

Still if it bothers you, try swinging the camera downwards so it aims upward and closer to the character faces. Works for me :) Amazing game <3



#50
GamerGeek87

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This actually didn't bother me at all, apart from the few times I stared at a tree or something during the entire conversation. I didn't feel it broke immersion at all like it did for some of you other posters., because I play the rest of the game in third person and therefor it didn't feel out of place. I could see why it would bother others though, it is less personal in a way.