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How do you feel about the non-cinematic conversations?


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75 réponses à ce sujet

#51
JeffZero

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In NWN, the camera didn't do anything special for conversations. It stayed where it was. The UI didn't change or disappear. Conversations blended seamlessly with the rest of the game.

But ever since, BioWare seems to want to draw attention to the fact that we're playing a game by having our perspective and level of control change dramatically between conversation and non-conversation gameplay. And I think that's a terrible idea.

 

Heh, I think this is why I don't even seem to care upon replaying my younger-days games (Final Fantasy, Xenogears... the JRPG side of the coin) when 90-100% of their conversations are textbox-based. 

 

When that's how it always is, I just kind of take it like I'm reading a really pretty book. But I've come to love how BioWare has given me up-close-and-personal cinematic experiences with almost all their conversations until recently. I get that animations are stilted in them except in the big moments, especially until the most recent few releases, and I get that maybe they'd rather just zoom out on the nonessential discussions to avoid players seeing that. But I just feel so impersonal about every. Single. Sidequest in Inquisition... even the ones with book characters I'd otherwise be excited about speaking with as a big fan of the franchise.


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#52
JeffZero

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Same here for me.  The lack of this one-on-one, upclose and personal type of interaction with the NPCs in the world,  gives this installment an air of detachment, of elusiveness; the beauty of the world is calling out to us to be an active participant  but we cannot due to the containment set into the game.   I hope future DLCs address this problem.

 

Yeah, I hope all DLCs have cinematic conversations with as many NPCs as possible. I fear it won't happen, but I hope. I'll buy it regardless, because like I said, otherwise I really like the game, but augh, it worries me going forward. I don't want this with all the optional stuff in ME4, DA4, et al.


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#53
ZipZap2000

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I prefer the cinematic ME2 style, to get that point across i ask people to imagine Mordin singing scientist salarian without the cinematics. DA:I was still better than ME3 for that but i'd love a return to the ME2 style. Now i feel like talking to Samara again, damn you bioware! :P 



#54
Tsunami Chef

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I prefer the cinematic style like many others, but it hasn't been game changing for me really. I appreciate that they at least have the cinematic cutscenes in most super important situations.

 

It would be cool if you could toggle the cinematic camera, but I don't think that is very feasible.



#55
Sylvius the Mad

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seems like nostalgia to me. I dont see how seeing characters faces in conversations and seeing their emotions etc is worse than not seeing them and not being able to see all that. Sounds like you are satisfied with only hearing the dialogue.

It's better because it prevents the UI from drawing attention to itself.

I'd like to see all the UI elements, including subtitles, relegated to a frame so they don't get in the way.

#56
Mes

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I'm not a fan of the non-cinematic conversations, and only because I find I can't zoom in to either face unless the camera is down there by their feet somewhere staring up.

 

If that camera zoomed a bit better, those conversations would feel completely different.



#57
ZipZap2000

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I'm not a fan of the non-cinematic conversations, and only because I find I can't zoom in to either face unless the camera is down there by their feet somewhere staring up.

 

If that camera zoomed a bit better, those conversations would feel completely different.

 

Cole is the worst there's a beam behind inquisitor on one side a wall on the other and his hat covers his face from the top. You have to pan round to avoid squizzy's back and then down towards his feet to see his face.



#58
Frozenkex

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Cole is the worst there's a beam behind inquisitor on one side a wall on the other and his hat covers his face from the top. You have to pan round to avoid squizzy's back and then down towards his feet to see his face.

oh yea and when the bard sings you can heard her better than you hear cole.



#59
Saphiron123

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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?

It's a lot less personal, just one more way inquisition is moving away from the cinematic, personal, intimate style it once had.

It really felt like something was missing... it's just hard to make a connection to the characters.



#60
Xerxes52

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I'd prefer a cinematic style as often as possible. If they want us to be able to leave these smaller conversations, keep the B button (or it's playstation equivalent) as the "Leave Conversation" option during the cinematic.

 

I think these types of conversations might end up in future games though, so I'd like to see a few improvements:

 

1. The PC turns their body, not just their head to face the NPC they are talking to, or possibly move the PC into position automatically. Everybody's probably had at least one conversation where an NPC is chatting you up from behind.

 

2. Zoom in the camera so we can see their faces better during the conversations.

 

3. Set up a "no go" zone around the conversation so ambient NPCs don't walk into the PC and start glitching out.

 

4. Turn geometries that get in front of the camera transparent while the camera is at that angle.



#61
Average Designer

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Not a fan of the current way conversations go in DA:I with the way that they no longer do the face to face close ups. In real life a person doesn't just look to the side to see themselves talking to someone. So unhappy with the new conversation turn in DA:I



#62
sumojellybean

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http://www.nexusmods...tion/mods/313/?   Solves your problem. 

 

Though yes, I agree with OP's point. DA:I doesn't feel like a Bioware game because of those cinematic conversations were lacking. Considering how 'easy' this was to mod (easy enough to have different versions of FOVs at least), it's kind of a headscratcher as to why Bioware never thought to do something like this during development.


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#63
Average Designer

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SumoJellyBean that only works for PC gamers. Console gamers are still hosed. But thank you for sharing!


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#64
TheOgre

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Not trying to sound nostalgia biased but I like the way how random dialogues are done in dragon age origins, tried the Witcher one too while the combat is not my style the dialogue is like dao.

So I vote against the current zoom in speech. I want to see their face. Up close.

#65
Riekopo

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I really don't like this. It makes it feel like an MMO.



#66
Torgette

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I don't mind them, they work well for casual and short conversations. I do think they're weird when you're talking to somebody with a lot of dialogue or somebody with emotions - you don't get any of that zoomed way out.



#67
JaneLunaC

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Thought the lack was cool at first, because you know you can save in the middle of a convo without it,

but I miss being able to see all the reactions and angles,

now it kinda feels awkward, like a chore and I find myself caring less about talking to people

 

What they should do is keep the cinematic type,

but make it so you can esc whenever you want from the conversation and start over, like in swtor

 

So if you don't like the stuff that came out of your character's mouth in a line you picked,

just hit esc and immediately try again (and use spacebar to skip lines?)

That was like one of the best things about swtor that you could do that 

(of course you can't save in that game so if you get too far in the convo can't start over but yeah)



#68
Felya87

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I'm fine using non cinematics conversations with minor fetch questes (like with the old elf who want someone to bring flowers on her wife tomb) but not for ALL!!! I've read the Masked Empire, and I was exited to see finally Michel!!! I couldn't!!! because the came is so far away I can't even get what fece he have!!! or the deamon!!! All the sede mission feel dead and uninteresting because there is no cinematic representation, and most conversations feel flat.

 

I love the conversations, but I would have been ok with less dialogue if I could see every time Cullen's reaction to my Elf flirting. Or at least if I could see in the face Firebanks. He is rather important for the emerald graves mission, but I don't even remeber his face, if not for a blurr in the distance.


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#69
robertmarilyn

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I'm fine using non cinematics conversations with minor fetch questes (like with the old elf who want someone to bring flowers on her wife tomb) but not for ALL!!! I've read the Masked Empire, and I was exited to see finally Michel!!! I couldn't!!! because the came is so far away I can't even get what fece he have!!! or the deamon!!! All the sede mission feel dead and uninteresting because there is no cinematic representation, and most conversations feel flat.

 

I love the conversations, but I would have been ok with less dialogue if I could see every time Cullen's reaction to my Elf flirting. Or at least if I could see in the face Firebanks. He is rather important for the emerald graves mission, but I don't even remeber his face, if not for a blurr in the distance.

 

Talking to Michel is so annoying because he walks around with his back to you.  <_<


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#70
trevelyan_shep

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Trying to position my Inquisitor is the worst because the convo's end up starting with their back turned towards the person they are supposed to be talking to. Or their sides. It's just really awful, in my opinion.


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#71
Zikade

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Probably just repeating what everyone has been saying but whatever...

I dislike the non-cinematic conversation camera. A lot. It has an... alienating effect on me. Makes the conversations feel less personal, less immersive and makes it harder for me to care about what's being said and who's saying it. Not that the side-quests and NPCs are very engaging in the first place but I have made the argument that they would feel far less shallow with the cinematic camera. I remember very minor NPCs from DAO and DA2 but in DAI I pretty much can't remember anyone, they all just blur together causing the world to feel more... lifeless.

 

Good testament of this was Jana. My first character encouraged her to go ahead and join the Grey Wardens. Later she met an unfortunate end during a main quest. However, I had absolutely no clue who this character was when she was shown in the cut-scene. I completely failed to connect her to my earlier adventures and just thought of her as some random elf lady. I only later learned through these forums that I had freaking talked to her before and that she may have died because of me. If I had actually shared a cinematic conversation with this character in Crestwood, I'm certain I would have remembered her and got the full effect of my actions.



#72
Auztin

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I don't mind it.Gives me more freedom.

#73
AWTEW

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Sacrifices had to be made, for the good of skyrimness.



#74
robertmarilyn

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It's funny because my IQ gets frustrated when Cass and company go running off trying to kill gentle wildlife creatures while he's yelling, "Come back here, you idiots!", so he's pretty grumpy when he walks up to talk to strangers concerning quests and then the quest givers won't even stand still or look at him. He starts rethinking being a diplomatic personality because he's beginning to want to go on murder rampages (starting with his companions). Not sure he'll make it out of this game, sane.  :lol:



#75
Nayawk

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Dislike the new approach, a lot.  As others have said it causes no end of problems with the sound quality and gives a real disconnect from the NPCs and their quests.

 

 I've mentioned it before but think about a prototypical side quest, "find my lost _______", insert son, father, scout, whatever. They are the bread and butter of all RPGs.  With DAO we have Filda praying at the statue begging us to find her son Ruck. Then finding Ruck and all his capering.  It is memorable for me even years later.  

 

If this had been treated the DAI way I doubt I'd even remember the quest let alone the character names.