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Not enough story sidequests, if any. I blame camera work.


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#1
Fionarei

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I've finished the game with everything on every map with 120 hours, and I have to say there wasn't any at all.

It's probably to do with the way BW use camera in conversation in general, like how when people talking to you there's no cutscene to see, just pull camera angle in a bit and that's about it, including many conversations with companions. It probably to save resources since map are so large they can't put facial animation on people. But this in turns makes it feels so far away from everything, like nothing really matters. All sidequest feels like fetch quest. Talk to dalish to acquire approval? Do this, get that thank you. Help Civil war camps? Do this get that thank you.

Unlike DAO or DA2 where every conversation is close-up cutscene and you see all the facial animations/expressions,

this essentially make sidequest feel irrelavant and more like a chore.
Do you remeber Cammen and Gheyna in Dalish camp? Finding lost kids in Redcliffe? Hell, even finding lost nugs got cutscene.

Clearing the bonepit in DA2 at least got me to care about workers with those cutscenes. They all feel personal and up close.
Most of DAI sidequest are simply just forgettable.

 

The maps in DAO were so small, and the maps in DA2 were so repetitve, but they're filled with more story and life than this MASSIVE ENOMOUS maps in DAI. Such a shame really, 'cause next playthrough my playtime will probably be reduced to 15 hours of 11 short main quests.


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#2
Norwood06

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Agreed on camera work, it has a surpising effect on my engagement in conversations, even with advisors.  And agreed that the artists created this amazing world that was too big for the writers to fill with bioware-quality narratives, like they were able to do so well with the smaller DAO levels.

 

It feels like Bioware got a bit lost, forgetting some of what makes their games great.  I've always played Bethesda's and Bioware's big releases.  The former for open-world sandboxes, and the latter for gripping writing & choice-based play.  DAI's story balance suffered by making the world so *massive*, but that is the trade-off. 

 

But I don't want to take this point too far. I think all the pieces for an amazing 55 hour bioware game are here.  I just have to dig through layers of ubisoft & bethesda-ish content to find it.  

 

I disagree with you, however, on DA2 levels.  Kirkwall was lifeless & static.  That was DA2's primary problem, outside of re-use of levels. 


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#3
DragonAgeLegend

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I loved the camera scenes in the past games, It's such a shame it didn't continue here. I guess not everything can be perfect. 


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#4
ellyciel

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i totally agree on that.. I really miss the close up dialogs from the previous games.



#5
Murloc Knight

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I agree. Why did they gave us this MMO style convo with NPCS? Skyrim was big and open world and managed to do it, and based from the videos of witcher 3, they did it as well. 

 

This made the other NPCS forgettable for me, similar to how I don't care about the NPCs or quest when playing MMO. They should have given us the close up camera when talking to quest givers NPC cause it makes us feel more connected to them.


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#6
In Exile

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I agree. Why did they gave us this MMO style convo with NPCS? Skyrim was big and open world and managed to do it, and based from the videos of witcher 3, they did it as well. 

 

This made the other NPCS forgettable for me, similar to how I don't care about the NPCs or quest when playing MMO. They should have given us the close up camera when talking to quest givers NPC cause it makes us feel more connected to them.

 

They did it because cinematics are crazy expensive and they didn't have the budget for enough cinematics people to have them every conversation with the 4 races. In TW3, you only need 1 set of cinematics for Geralt. In DA:I you need 8 - for each gender and each race. The majority of work is likely done on the 1st one (major camera angle stuff, etc.) but then each of the other 7 need to be tweaked. That's way, way more work. 

 

And I don't know what you're talking about re: Skyrim. It didn't have conversation cinematics. 


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#7
Salaya

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Yeah... Skyrim did'nt have conversation cinematics. 

 

I was expecting this to be inmesrion breaking for me, but I got used to it. I think that if crucial conversations keep the cinematic tone I would not mind if secondary quests lose it.



#8
Majestic Jazz

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Lets hope Mass Effect 4 isnt the same.
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#9
KneeTheCap

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Would it work if you could zoom with the camera while the conversation is happening? I know you cap pan it, but haven't found a zoom in button yet :/



#10
Laerune

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Agree 100% on the camera work, I have already said this in another thread, but I REALY hope that this was a experiment that never returns.



#11
Sifflion

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Cant reply without spoilers. There are quite a few entire maps dedicated to sidequest stories, like the marsh or the one with the underwater rift where you have to do quite a few things and at the end you even get to judge the guilty one.
The problem is that they doesnt feel like sidequest at all so most ppl only count the fetch ones.

#12
Chari

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So much this

It kills the immersion completelly



#13
SpiritSharD93

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They did it because cinematics are crazy expensive and they didn't have the budget for enough cinematics people to have them every conversation with the 4 races.

 

They have EA as a publisher, a multitude of successful IP's under their belt, and a stable engine having been used on many titles already; I don't think budget was an issue per-se, they either wanted to keep costs down (BECAUSE MONEY!) or they simply wanted to go with this new direction.



#14
Kantr

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So much this

It kills the immersion completelly

Sorry to pick on you, But you keep saying that. It gets a bit annoying.

 

The non-cinematic convos were so you can have more. Perhaps they should do a skyrim and remove all cinematics.


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#15
Fionarei

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Sorry to pick on you, But you keep saying that. It gets a bit annoying.

 

The non-cinematic convos were so you can have more. Perhaps they should do a skyrim and remove all cinematics.

It certainly doesn't feel 'more' than DAO to be honest. If anything, it feels less imo.



#16
House Lannister

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Yeah, like DA:O had amaaaazing side quests.  :rolleyes:



#17
Kantr

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Yeah, like DA:O had amaaaazing side quests.  :rolleyes:

lol yea.

 

 

It certainly doesn't feel 'more' than DAO to be honest. If anything, it feels less imo.

You mean less talking?



#18
Fionarei

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You mean less talking?

 

DAO, to me, feels like they have the same amount of '?' question dialogue choice as DAI. And those were in cutscene.



#19
Kantr

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You werent talking back at them though



#20
In Exile

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They have EA as a publisher, a multitude of successful IP's under their belt, and a stable engine having been used on many titles already; I don't think budget was an issue per-se, they either wanted to keep costs down (BECAUSE MONEY!) or they simply wanted to go with this new direction.


Budget is certainly an issue. EA has to invest proportional to the possible returns. It was a budget issue because they had to hire more people in all likelihood. That's the cost of multiple races.

#21
LexXxich

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They did it because cinematics are crazy expensive and they didn't have the budget for enough cinematics people to have them every conversation with the 4 races.

So expensive that they couldn't even do a regular close-up? It doesn't have to be anything fancy, you know, just let me see the face of NPC I'm talking with. Lip sync is automatic, idle animations already exist (recycled even). They either never bothered, or it's outside of engine's capability.

#22
Maverick827

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Yeah, like DA:O had amaaaazing side quests.  :rolleyes:

It did.

It had side quests that, at the very least, let your character make choices. To lie, to steal, to do the right thing, to express your knowledge of magic or history, etc. A huge majority of side quests in Inquisition only offer you the options of 1) accepting it and 2) turning it in.
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#23
Guest_TrillClinton_*

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Every 3d game has cinematics. In game engines, or 3d spaces with a coordinate system the camera is always central to what the end user can see. Skyrim does have cinematics but they are very light and even unintentional. In the game engine, the camera was placed in skyrim that was for a reason and that to me is still a cinematic technique.

In terms of scenes for different races, only thing I can see redone is the lighting (for reflection) and placement of the camera. Animations are usually rigged into a model and do not have to be redone for every model. Bioware have actually been using the same animations for some time now.

#24
In Exile

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So expensive that they couldn't even do a regular close-up? It doesn't have to be anything fancy, you know, just let me see the face of NPC I'm talking with. Lip sync is automatic, idle animations already exist (recycled even). They either never bothered, or it's outside of engine's capability.


We don't know what cinematic tools FB3 has but even something as simple as the height as the be adjusted for qunari and dwarves

#25
Chari

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Sorry to pick on you, But you keep saying that. It gets a bit annoying.

The non-cinematic convos were so you can have more. Perhaps they should do a skyrim and remove all cinematics.

I keep saying it because that is my experience and it seems many other people feel alike. Or is it illegal here to express anything but blind praise?

More doesn't mean better. Quality over quantity any day. I'd rather have five Owens, Bellas than hundreds Requisition-officers. Even Skyrim side quests feel more interesting and personal, mostly because it felt like I was talking to these NPCs. Plus, we can use 1st PoV. Lovely 1st PoV
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