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How do you feel about the non-cinematic conversations?


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#1
Frozenkex

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Most dialogue is handled this way. Its funny how now we see the proper style of conversations as "cinematic" or "cutscene" style even though all previous games including mass effect, all had the cinematic style conversations, with camera zooming into the faces.

 

I suppose one could make the argument that its done so you could leave conversation quick or what not, but i dont believe this is the case. Sure you still get dialogue so its no big deal, but which is really better, and what requires more effort to make?

 

The non-cinematic conversations only require for characters to turn their heads towards eachother and do some lipsync which what their engine handles more or less automatically, but emotions and everything else faces can do is something they need to do manually. Which is why you cant really zoom in more on faces, so even if characters did show emotion (which they dont) you wouldn't be able to see it.

 

So basically this is cheaper way to handle conversations, but I cant help but see this as step backwards from previous games, even from DA2 in this specific case.

 

Most of the time i found myself spinning the camera to watch peoples faces, but still disappointing to not be able to get that visual aspect out of the conversations.

 

Any other feelings about this?


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#2
robertmarilyn

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I enjoy the cutscenes more because I can actually see the face of the other person talking. And sometimes, once we start talking, even though I tried to line my PC up correctly, we end up not facing each other as we talk and that's distracting. Add this to the missing banter and the game doesn't seem as personal as the others. So my vote is for the cutscene style (and for the banter to work properly). 


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#3
Lilacs

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I am feeling this and I have commented about it briefly in my blog: The Breathtaking World of Dragon Age Inquisition. I intend to speak of it more in-depth later as I explore more of the game.  Yes, cutscenes are sparse in this installment of the Dragon Age series.  So, when it happens , it brings the feeling of being in that person's world.  You can sympathize, smile, laugh and cry or become annoy because we are able to see the bodily and facial expressions that they (NPCs) are displaying.

 

The way it is done right now, it takes the immersion feel out of it.  As I stated above, the bond or sympathizing that our PC could have shown towards the person he/she is interacting  with cannot truly occur.  It is a big step backward for Bioware in this installment, for cutscenes were a big part of Dragon Age: Origins and to some extent in DA II. 

 

It is a lost .  


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#4
Brockololly

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I understand why they do it, but its sub-Skyrim levels of making it real hard to care much for those conversations. At least having the Origins style of talking heads back and forth to zoom in and focus on the faces would be miles better in terms of presentation.

 

That's the biggest point of confusion for me with those conversations- I thought BioWare was all about cinematic presentation? Then they lump in these real robotic, rigid conversations that are about as un-cinematic as you could get.

 

I think the thing that bothers me is that it makes it so there is no consistency to the conversation's presentation. You click on someone to talk in Origins and 9 times out 10 you'll zoom in and get your dialogue options or maybe it goes to a more elaborate cutscene. In Inquisition, it might go to an elaborate cutscene, it might go to an Origins level of zoom in, or you might get the real sterile, bland zoomed out conversations. It just sort of cheapens the feel of the game to me.


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#5
devSin

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I don't have a strong opinion on the idea of the conversation style, but I hate the implementation. Conceptually, I don't think I'd mind that they have a way to more easily produce less integral conversations (a lot of the smaller scenes in the past two games had very little cinematic work put into them, so it was really just forcing a stage and pointing a camera at the speaker), but the method used in Inquisition seems to be just a camera (nothing else in the design of the game apparently cares that there's supposed to be a conversation happening here).

So you have companions randomly walk in front of the camera, run around trying to settle on a location, make random height transitions and start walking on tables and crates, have all the ambient NPCs fight to screw up the sequence (here, let me play this ridiculous animation transition as I slide 50 feet to get into a sitting position center-screen), etc. And that's assuming it doesn't try zooming into the middle of a wall or an object that's between it and the target (causing it to force some weird perspective). And good luck with interjections, since the positional audio loves it when the companion is far away in some random location or blocked by some obstruction.

I hate their implementation of this more than almost anything else in the game.
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#6
birefringent

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How do I feel about it? Frankly I hate it. Annoying as hell I can't see their faces properly, and the camera angles always off. Then the audio volume of the conversation is tied to the camera's distance making those 3rd person views very low volume. I always try turning the camera into an object behind me so it pushes the camera closer and in turn I can hear it better. Making me manually adjust the volume all the time is bad.

 

Same problem with the 3rd person views in Mass Effect 3. This is not a good way to do it for games heavily tied to character interaction and story.


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#7
Shazzie

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I feel that the non-cinematic conversation style has a perfectly valid use - such as for the multitude of the less (or even non-) personal conversations. The minor side-quest givers who just give you a line or two of text, for instance. Requisition officers, most certainly. Even party members/advisors when you're left with little more to ask them than 'any updates?' and the like. 

 

But if I'm having an actual in-depth conversation,  something personal  or  important,  I would like it to be cinematic.  The cinematic conversations always feel more intimate to me, and thus draws me into the interaction more, whereas the non-cinematic ones are aloof and distant... especially when said companion wanders off a bit or turns around and an inappropriate time or... RandomNPC butts in and gets in the way of this supposedly 'personal' conversation I'm having.

 

Gimme cinematic for that. Even if it's just so me and my conversation partner are facing each other (or not, as appropriate) and so that RandomNPC doesn't walk between us and get in the way.


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#8
Murloc Knight

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I hate it. I wish someone can come up with a camera mod that zooms in when talking with party members or other semi important map quests. Bioware can even patch it, I don't think its that hard to do for them.



#9
Frozenkex

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I hate it. I wish someone can come up with a camera mod that zooms in when talking with party members or other semi important map quests. Bioware can even patch it, I don't think its that hard to do for them.

that would be better indeed, but it will lack the emotion in people's faces, so they will look kinda robotic. Since the camera is far away now its not so noticeable. Problem is there is apparent difference between those conversations and conversations that are currently cinematic.


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#10
Chaos17

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I agree and I also dislike that they replaced them too by codex and notes while i would've so much prefered an NPC to talk to and live the quest through it.


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#11
DalishRanger

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I must be in the minority; I love them. Do I prefer the cinematic conversations? Absolutely. However, the less complex dialogues have allowed for a great deal more conversations with companions and other NPCs than in previous DA games, and I'm all in favor for that, even without having the cinematic view for all of them. If anything, it makes the cinematic scenes carry more weight than usual for me. And I actually kind of prefer the small side quests being given in such a matter; they can save the cinema for more important scenes, and lets me get out of the conversation quicker if I clicked the quest giver by accident... Which happens somewhat often because I'm just talented at misclicking.


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#12
Snook

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I don't mind them, per se, but I wish they weren't used for the vast majority of conversations in the game. They're just a lot less engaging than the cinematic ones, and honestly, I swear there were less cinematic conversations than there were in the past games anyway...


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#13
juliet_capulet

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If it's non-cinematic, the conversation could at least be zoomed in and/or angled. That gives it a feel of a more immersive conversation.


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#14
Eelectrica

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It'd be great if the characters could just stand still for 5 seconds.



#15
MapleJar

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I hate them because the camera is always behind the inquisitor, and so it ruins the feel of it for me. If the camera sometimes changed to be behind the person you're talking to, then it wouldn't be quite as bad. But as a whole, the concept doesn't work because the audio levels in these conversations are for shite. It's yet another aspect of the game that I don't understand how it's possible that Bioware QA felt was up to their standards. At least the standards of past Bioware games - not just DA games.

 

So many aspects of this game are so frustrating! Ahhhhhhhhh! I'm still playing it, though. Loving the story. Just went through the whole Redcliffe ordeal trying to recruit the mages. That was a blast!


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#16
Deamo

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Every time I get dialogue that isn't a traditional style DAO / Mass effect type dialogue scene my immersion is broken and I feel "cheated" and distinctly aware that something is missing. When you've played 5 games (6 if you include the Swtor mmo) that had cinematic type dialogue all the time, it becomes very jarring having that pulled out cheap camera just sitting there.

 

They didn't help the matter issue either by making voices drastically lower in those types of dialogue vs cinematic dialogues.

 

I hate that it's also used for some very lengthy conversations. I.e. Cullen & Cassandra when you first get a chance to talk to them after the intro is done, you can spend 8-10 mins with EACH of them in that stupid cheap dialogue view. They have a 1-2 minute cinematic dialogue before that, but if you talk to them again to learn about them and the world etc, you get 10 or so mins with each where you just stare at your character's back the whole time. Very disappointing.


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#17
Greetsme

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I don't know if it's the frostbitten engine that's iffy, or Bioware on drugs, but I find it very strange that you can go through a whole conversation in 3rd person, then slip into cinematic for a poxy salute or meaningful look.  The mind boggles.

 

I agree that the lack of cinematics leave the game cold as ice.  One of the reasons that I couldn't give a toss about my companions.



#18
Blue_Shayde

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I liked the old cutscene method. As it stands now, my character doesn't even turn to face the person they're talking to. So here I am having a chat with Dorian while my Inquisitor is turned to the side staring off at nothing.


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#19
Spooky81

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No matter how well written, composed and how much heart they pour into it, the angled zoom, non-cutscene like view makes it shallow and ruins 80-90% of what BioWare is trying to achieve though the interaction.  Makes it feel like another mediocre, cookie cutting RPG and not resonant of BioWare.



#20
Jlcebrian

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I hate the NPC conversations. Very often they start with your character in a bad position, so you are stuck with the NPC talking to your back or sides. The camera will position itself terribly. In addition, the world around continues to move, so you have your party's useless pathfinding AI moving around you for example. The overall effect is pretty immersion-breaking.

 

The NPC are obviously lip-synched, and they look fine up close. They even have gesture animations during conversation, similar to previous titles. I have no idea why they went this way and I don't think it is a resource issue. This flawed design decision makes you even more detached from the already terrible fedex sidequests.

 

It is pretty mind-blowing since they had the best dialogue presentation in the industry.



#21
movieguyabw

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Eh, I definitely prefer the cinematic view - however I imagine this was done so that they could more easily get a lot more conversations into the game so they could worry about getting other aspects working.  So I'm fine with it - I definitely prefer this over ME3 where Shepard would walk up to someone, and just start talking with them without any dialogue prompts given.


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#22
Blue_Shayde

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It stills feels like Bioware Dialogue.

 

Inquisitor: Tell me about Elves.

Solas: *rambles elf stuff*

Inquisitor: I'm done talking to you.

 

*end conversation* :lol:

 

 

At least we don't get faces like this anymore...?

Spoiler

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#23
Nefla

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I'm ok with it for things like getting infodumps (Dorian about Tevinter, Cullen about the Templar life, etc...) or very short NPC interactions but I'm sad that almost no sidequests (other than certain companion quests but I consider those a separate thing) have any cutscenes or close angles. It makes it really hard to feel any kind of connection or drive for that NPC/quest. Even things like introducing a special monster for the first time, I'd like it if they panned/zoomed in on the monster so we can see the details and the scariness.


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#24
Jlcebrian

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It stills feels like Bioware Dialogue.

 

Inquisitor: Tell me about Elves.

Solas: *rambles elf stuff*

Inquisitor: I'm done talking to you.

 

*end conversation* :lol:

 

Bioware often has this issue were conversation trees are written independently and don't mix well with the previous conversation. And this happens even with characters with very simple dialogue and no branches. For example, you hear things like this:

 

NPC: We're being attacked by templars!!!!!!

Inquisitor: You mentioned being attacked by templars... How many?

 

This is probably done this way so you can leave any conversation, return later, and they could still make sense. It is poorly done, though. Your answer there, should have different lines depending on context. For example:

 

NPC: We're being attacked by templars!!!

Inquisitor: How many?

 

(or)

 

NPC: We're being attacked by templars!!!

[the jerk inquisitor leaves the conversation abruptly and goes to collect some plants or something]

[the inquisitor comes back later]

Inquisitor: You mentioned being attacked by templars. How many?


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#25
Blue_Shayde

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I'm ok with it for things like getting infodumps (Dorian about Tevinter, Cullen about the Templar life, etc...) or very short NPC interactions but I'm sad that almost no sidequests (other than certain companion quests but I consider those a separate thing) have any cutscenes or close angles. It makes it really hard to feel any kind of connection or drive for that NPC/quest. Even things like introducing a special monster for the first time, I'd like it if they panned/zoomed in on the monster so we can see the details and the scariness.

 

Hee hee...I don't know. I remember a certain cutscene that bugged on me...

 

early game/haven spoilers...

Spoiler

 

So I'm not sure my game can handle simple camera sweeps of a unique monster. :P