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These non cinematic conversations irks me.


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#51
adembroski

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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.

Elaborate, please. I don't understand what you're saying.



#52
SomberXIII

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I would say the same that I do not like them.

 

Elaborate, please. I don't understand what you're saying.

 

I guess OP meant the emotional impact from conversations. Characters show little to no emotions in 3rd person conversations while a lot were invested in Cinematic scenes. I would be blown away if they use Mass Effect 3's cinematic style.



#53
Kantr

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

You can have more dialogue with them when it isnt cinematic



#54
zyntifox

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I actually prefer the new dialogue sequences as appose to the cutscenes variant. It feels more natural since it dosen't constantly shift camera angles, more immersive for me.


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#55
Laerune

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I hope this was a experiment, because personaly I do not like the whole non cinematic conversatoins. I can understand if this happens to common npc like the blacksmith or clerk, but this should not happen with important npc's.

 

Lets hope this will not come back in future games of Bioware, but I fear Mass Effect 4 might have this aswell.


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#56
Majestic Jazz

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I hope this was a experiment, because personaly I do not like the whole non cinematic conversatoins. I can understand if this happens to common npc like the blacksmith or clerk, but this should not happen with important npc's.
 
Lets hope this will not come back in future games of Bioware, but I fear Mass Effect 4 might have this aswell.


Exactly. If I am talking to non companions or advisors then I would be fine. But they made it like for EVERYONE!

I hope Mass Effect 4 isnt like this.
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#57
KneeTheCap

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Do you mean you'd like more talking heads like in DA:O? Or am I misunderstanding something?



#58
Nessaya

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I hope this was a experiment, because personaly I do not like the whole non cinematic conversatoins. I can understand if this happens to common npc like the blacksmith or clerk, but this should not happen with important npc's.

 

Lets hope this will not come back in future games of Bioware, but I fear Mass Effect 4 might have this aswell.

 

Absolutely. I remember trying to talk to Cassandra and Cullen back in Haven to get to know them better, and it really irked me that the camera didn't zoom in.  That personal touch was lacking. It didn't help that I could hardly hear them due to the din of the people fighting around us, or that one pair of fighters consisted of only two visible swords & shields floating right next to us in mid-air. XD



#59
Majestic Jazz

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Absolutely. I remember trying to talk to Cassandra and Cullen back in Haven to get to know them better, and it really irked me that the camera didn't zoom in.  That personal touch was lacking. It didn't help that I could hardly hear them due to the din of the people fighting around us, or that one pair of fighters consisted of only two visible swords & shields floating right next to us in mid-air. XD

 

Yeah, how Bioware showed off this feature made it appear that it would only apply to non-essential NPCs such as random sidequest givers and merchants/vendors. I did not know they would fully extend this to our companions and advisors. 



#60
Il Divo

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+1

I rather have fewer convos that are rich in cinema and immersive than many comvos that are just dull. KOTOR felt more engaging than this.

 

Not sure why, given that KotOR employs a similar style of conversation for almost the entire experience. Granted, when another character is speaking, KotOR would give you a close up of their face, but I think that's still stretching the extent of "cinematic". 

 

I think the balance lets the developers use cinematic conversations for important plot bits, while still allowing for more dialogue. 


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#61
archav3n

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I agree. The non-cinematic conversations are really a big disappointment. All in all, i'm loving the game VERY MUCH. If all these tidbits that were addressed like static animations, paper-cut board NPCs with no daily schedules and AI,no Tactics and clunky keyboard & mouse controls, the game is already a MASTERPIECE.



#62
TheJiveDJ

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lol.

There's literally the same "quality" in almost everything that's relevant to the scope of this thread, namely "conversations".

There's also more quantity of this quality.

 

More conversational dialogue that isn't limited to three archetypes 

More voice options

More main quests 

More companion dialogue / quests.

More banter (barring the notorious banter bug which will be fixed I hope)

More companion quests

More ambient conversations

 

The existence of "fluff" conversations does not detract from the quality of the existing material. 

Throwing around that saying like it means something is getting ridiculous.

 

Oh, but it does, my dear lad. BW doesn't have unlimited resources. The more resources budgeted for fluff, the less resources are left for quality stuff. Now, we may disagree on what constitutes "quality", but don't pretend that fluff doesn't siphon resources away from more meaningful content.


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#63
Majestic Jazz

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Oh, but it does, my dear lad. BW doesn't have unlimited resources. The more resources budgeted for fluff, the less resources are left for quality stuff. Now, we may disagree on what constitutes "quality", but don't pretend that fluff doesn't siphon resources away from more meaningful content.


There is no use, guys like him will defend DAI to the very end. Even when you have a point they will try to find a way to justify you being wrong.

#64
Elhanan

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There is no use, guys like him will defend DAI to the very end. Even when you have a point they will try to find a way to justify you being wrong.


No need to justify it when one is apparently incorrect.... :lol:

#65
Felya87

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A zoom to the face of the character you are talking with like in DAO is all that is needed. They are still animated even if we can't zoom decently on them. I hate the fact that actually interesting conversations feel like unimportant and forgettable NPC sayng "Hi!" because you engage a conversation with it without meaning it (jumping).


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#66
Realmzmaster

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Goodness, someone decide to resurrect this thread?


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#67
Lebanese Dude

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Oh, but it does, my dear lad. BW doesn't have unlimited resources. The more resources budgeted for fluff, the less resources are left for quality stuff. Now, we may disagree on what constitutes "quality", but don't pretend that fluff doesn't siphon resources away from more meaningful content.

Lmao.

Implying equal budget distributions across games.

Implying comparable resource allocation between fluff and quality.

Implying fluff doesn't have its place in filling the left-over areas in an open world game since filling it with quality would make it artificially congested.

Implying your definitions and opinions regarding what constitutes as fluff up is unanimously shared with others.

You're ****** adorable dear.

#68
frankf43

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I don't get this at all I hated cut-scenes. One minute you where standing by the door an easy place for your tank to hold while your dps'ers fired down hell from behind, Next minute you were in the middle of the room with all your team exactly where the bad guy wants you. 

 

Just getting sucked from the door to the middle of the room was rather jarring for me when ever it happened.

 

The other think in favor of the new way is that I can pick the angle that I watch a conversation from rather than being forced to veiw it from the area the devs decided on. 

 

I prefer the new way of doing it.


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#69
CronoDragoon

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Not sure why, given that KotOR employs a similar style of conversation for almost the entire experience. Granted, when another character is speaking, KotOR would give you a close up of their face, but I think that's still stretching the extent of "cinematic".


Nevertheless I think that's what people mean. Mass Effect is actually the same wherein characters will simply use canned animations (including canned facial animations) instead of ones custom crafted for the scene, but since it has a close-up of the face the player feels more involved in the dilemma and the NPC is a more fleshed-out person.

#70
Sylvius the Mad

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I don't get this at all I hated cut-scenes. One minute you where standing by the door an easy place for your tank to hold while your dps'ers fired down hell from behind, Next minute you were in the middle of the room with all your team exactly where the bad guy wants you.

Just getting sucked from the door to the middle of the room was rather jarring for me when ever it happened.

We were told during DAO's development that DAO would not do this, and after a cutscene would put characters back where they had been prior to the cutscene.

That didn't actually happen, but that's what we were promised.

#71
Undead Han

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I'd rather have more cinematic conversations even if it means less NPCs to interact with. 


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#72
Lebanese Dude

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Not sure why, given that KotOR employs a similar style of conversation for almost the entire experience. Granted, when another character is speaking, KotOR would give you a close up of their face, but I think that's still stretching the extent of "cinematic". 

 

I think the balance lets the developers use cinematic conversations for important plot bits, while still allowing for more dialogue. 

So true.

 

I'm fairly certain what most people consider to be "cinematics" in DAO is equivalent to regular conversations you have with characters in camp.

 

Fixing the character in place while the camera pans back and forth between them and others involved in some impromptu staring contest as they do stock animations does not make the segment a "cutscene". 

DAI has far more actual cutscenes where they matter, in the main story, but admittedly less animations in their minor dialogues.


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#73
Venti

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I agree that it takes away from the experience. Feels like they have no expressions unless you pull some matrix camera crap and zoom in on their face.

 

The worst bit is that all the character stand and move the exact same way. When I first talked to Cassandra and she kept putting her hands together I was like, "Aw dat cute." Then Solas did it....then Leliana...Doiran..Sera...etc etc.. I have to watch the same animations on every character that I speak to. Makes every conversation seem so repetitive. No wonder I'm always swinging the camera around to entertain myself.

 

Also, slightly unrelated, but it kinda sucks that 90% of your conversation options with your companions is you just asking questions. I feel like I'm interviewing them.


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#74
Jononarf

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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.

1. probably to save space for more content and refinement. It takes a bit to program a cinematic view for every single conversation. I think it worked here when you are just inquiring non storyline changing parts. At least you can move the camera. 

 

that's all I can think of. It reminds me of the change of conversations for Skyrim from Oblivion. And honestly, I welcome it. Minor stuff, have it be minor situations. Major, go full blown cinematic. 

Now why they decided to lock the main cinematics at 30 FPS is the real question. It's just strange going back and forth between smooth 60+ FPS to that. 



#75
Robert Trevelyan

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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.



Me neither. I find it to be a real disconnect, compared to the previous two games. It's a real pain trying to hear some of them, too. Because the sound fades between the speakers depending on the angle of the camera. Finding a sweet spot is a pain.

The thing is, DAI didn't start this. They started it with DLC characters in ME2, and then carried it through to large parts of Mass Effect 3. It takes far less time to do this than setting up cinematics. That's the bottom line. But it does feel like something which was so central to the feel of the Dragon Age series has been lost.
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