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So can we all agree that the lack of cinematics is contributing to the main story feeling short?


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#126
Vox Draco

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Mass Effect maybe had more cinematics (?), but that did not save its story from totally screwing up. What does it help me if I see awesome cinematics of Shep speaking to all kinds of people, doing cool renegade-stuff and then ... all is rendered useless anyway or becomes totally senseless and idiotic...

 

I rather rely on the cinematics in my head for that matter anyway...



#127
Lilith

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This *does* create a bit of an emotional disconnect from my point of view.  It is minor, but it does impact the sense of mutual-care between people.  Like for Makers sake cullen, why do I constantly have to come to your work place and click on you to start a conversation, when most of the time you reply with a curt response?  Why can't there be *some* mechanism to let people know when they are ready to talk? lol  Cassandra was easier, always by her dummies.  The tower folk... 

 

Ha, Dorian even comments on it. Something like

Spoiler
Dude, you have no idea.



#128
samuelkaine

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Ha, Dorian even comments on it. Something like

Spoiler
Dude, you have no idea.


"More fun than wandering the countryside killing random strangers? Perish the thought."

#129
Majestic Jazz

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Why can't we have both?

Why can't we have both?


I would like to have both but that did not happen. Instead Bioware sacrificed cutscenes for more dialog.

#130
Majestic Jazz

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Mass Effect maybe had more cinematics (?), but that did not save its story from totally screwing up. What does it help me if I see awesome cinematics of Shep speaking to all kinds of people, doing cool renegade-stuff and then ... all is rendered useless anyway or becomes totally senseless and idiotic...
 
I rather rely on the cinematics in my head for that matter anyway...


I am not talking about cinematics making the story better. I am talking about cinematics allowing you to visually immerse yourself into the character's emotions and that of the NPCs they talk to.

For my sidequest I never felt connected to what was going on other than what the text in the journal was telling me to do.
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#131
Kage

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I would like to have both but that did not happen. Instead Bioware sacrificed cutscenes for more dialog.

 

I dont think they sacrificed cutscenes for more dialogue, since the amount of dialogue I am seeing in general seems the same as previous games.

They have used that money to make more of everything. More companions, more romances, more all.

 

Right now I think I have seen so little of Cole, since I like him a lot and I feel the character has not been developed enough. But that is not because it has less than previous games, but because the relation I have with Cullen is soooooo long, that other characters pale in comparison. That is caused because I:

- talk to him a lot since I like the character

- have romanced him

- has chosen mages, and therefor you get another quest with him (with cutscenes yes)

- he is also extremely relevant in the main quest and even appears in other companion's quests (like Blackwall's)

 

Its good I like him, since I have been talking with him all the fkin time.

The advisors add A LOT in this game. When we first knew about them, I thought they would be super minor, like the Mass Effect guys (Samantha Traynor and stuff). However, in DAI the advisors have more content than the companions themselves, except for poor Leliana since she is not a romance option.

 

So its not like they cut cutscenes for dialogue. Its that they have SO MANY people developing at the same time. 9 companions and 3 advisors, 12 people with cutscenes!! And so many romances with cutscenes!!!!!

 

I personally would have prefered less people and more developed, but that's just me. Cullen amount of content is pretty nice, but I would have loved more Cole/Solas content. (Or more Cullen outside romancing him)


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#132
whiteravenxi

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It's perfectly alright for someone not to enjoy something.


But one might wonder whether their assessment of the fun is based on their own expectations rather than the merits of the content itself.


Good point. I expected better than dragon age 2. What I got was a lot better and bigger than that. To each their own, but I really enjoy this games lack of leash.
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#133
Natureguy85

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Mass Effect maybe had more cinematics (?), but that did not save its story from totally screwing up. What does it help me if I see awesome cinematics of Shep speaking to all kinds of people, doing cool renegade-stuff and then ... all is rendered useless anyway or becomes totally senseless and idiotic...

 

I rather rely on the cinematics in my head for that matter anyway...

 

Ah, but the characters were good and many people felt connected to them, hence the anger over loss of character focus through the endings. This is separate from the main plot being awful.



#134
Moirnelithe

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I just want NPC's to stay put while I talk to them instead of having to chase them around in order not to break conversation. I feel like a fool doing that.


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#135
Maverick827

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To me, DAI feels like a game made by someone trying to emulate BioWare, but not quite getting it. They put all they had into the game's few cinematic dialogs, and those turned out alright. However, due to their lack of experience, they didn't have the efficiency to flesh out the rest of the game's dialogs in any reasonable amount of time, so they had to settle for a detached, static camera for 75% of the game.

If this was a game by any other studio trying to be like BioWare, I'd be excited. "You're getting close, keep at it," I'd say, happy that more developers would be trying to build my favorite style of game. But since it is BioWare, it's disappointing, because that means they're only getting farther away.

I'd honesly rather have zero cinematics and no voice acting than what we have now, but obviously the ideal is to have everything be cinematics like with Origins and DA2, and Mass Effect and SWTOR.

#136
pinkjellybeans

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I just want NPC's to stay put while I talk to them instead of having to chase them around in order not to break conversation. I feel like a fool doing that.

 

I'm not sure if you know, but that only happens if you don't click on them to talk and they start the conversation on their own if you're close enough. If you click on them, the UI disappears and the camera focus a bit on the NPC so they will stay put until the conversation ends. 


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#137
Imryll

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The only way I've found to get Corporal Vale to hold still is for the companions to block his path.  :D



#138
Back Lot Basher

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Again, I'm not sure why people think there is a lack of cutscenes.  I go talk to my party a lot and advance relationships with them.  As a result, I've had AT LEAST three major cutscenes with each of them that were not part of the story - they were in Haven and Skyhold.  Not conversations.  Cutscenes.  That's 36 cutscenes just for relationships (Solas, Cass, and Varrick had at least double that amount, so the total is actually into the 40's).  Plus the banter.  Plus the incidental minor conversations.



#139
Maverick827

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Again, I'm not sure why people think there is a lack of cutscenes.  I go talk to my party a lot and advance relationships with them.  As a result, I've had AT LEAST three major cutscenes with each of them that were not part of the story - they were in Haven and Skyhold.  Not conversations.  Cutscenes.  That's 36 cutscenes just for relationships (Solas, Cass, and Varrick had at least double that amount, so the total is actually into the 40's).  Plus the banter.  Plus the incidental minor conversations.

So we traded the entire world's side quests cut scenes for one more cut scene per companion?

#140
wrdnshprd

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the main story might be considered "short" because of the amount of quests related to the main story.. there arent that many.  most of the quests are side missions.  thats the feeling i got anyway.

 

as for the cinematic camera.. i didnt have a problem with it, but i understand the criticism.. it certainly would have been nice to have the OPTION to revert back to the original camera if you wanted it.



#141
LostInReverie19

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The quality vs. quantity thing is a bit moot. SWTOR is a massive game, obviously, as it's an MMO, and it is completely and fully voice-acted with full cutscenes for all conversations. Do you get how much effort and time it takes to do that for an MMO? An MMO with eight main stories? With a dozen or more planets all full of side quests and main planet story quests? So it's not like BioWare can't do the same thing for a single-player game. The casual, over-the-shoulder thing just screams laziness to me, or lack of resources, or both.

 

I don't even bother to watch the screen when one of the non-cinematic conversations plays. And I barely even listen, because the relevant info will be in the journal anyway. They may as well have made all these "conversations" text-based quests for the difference it would make in feeling connected to either the NPC or their boring quest.

 

I still like DA:I, but I don't want BioWare taking this half-assed approach to conversations in the future. I'd also like them to take tedious, boring exploration down a notch as well, but I doubt I'll get my way on that.


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#142
TheJiveDJ

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It's not a question of quantity over quality...a conversation is a conversation, regardless of how many flashy camera angles are used in presenting it and I don't know whether this thread is criticising the writing as such.  I don't want to see the cinematic conversations ditched completely, but am happy to deal with this compromise in minor conversations and even minor quest-giving ones or general, non-plot related conversations with party members if it means that a. this means we get more interaction in general and b. we get more and/or better quality when the cinematic conversations do come along.

would u say the same thing about "flashy camera angles" if u were watching a movie?



#143
mupp3tz

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The major thing that makes me kind of disregard all the other things going on is the lack of cinematic conversations with NPC. I totally understand the allocation of resources, but still. I find myself just wanting to skip some dialogue because of it. Mostly on my part and the hard rigged "oh.. not a cutscene. not important." response.
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#144
Murloc Knight

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The lack of cinematics is related to the lack of good side quest simillar to DA2 or origins.

 

Here's a list of side quest in dragon age 2: http://dragonage.wik...econdary_quests.  These quests contains story content that warranted animation/cinematics like the elven rapist, the hawke tricking the bandits that there was fire quest, vicount's son, the man looking for his wife and a lot more.

 

Why didn't we get quest at that level in dragon age inquisition? All we got was fetch the buffalo and that demon goat.



#145
Moirnelithe

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I'm not sure if you know, but that only happens if you don't click on them to talk and they start the conversation on their own if you're close enough. If you click on them, the UI disappears and the camera focus a bit on the NPC so they will stay put until the conversation ends. 

 Thank you!


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#146
Vagrant91684

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I zoned out in the middle of so many conversations because of this issue.  Trying to position the camera to see the characters actually moving their mouths while also trying to listen to the abundance of certain long-winded teammates was incredibly tedious...  Between that and squinting to read the overabundance of text, all with the general lack of music...  Man, so bland...  It's really unfortunate.  It would add so much to the game.



#147
Majestic Jazz

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I zoned out in the middle of so many conversations because of this issue.  Trying to position the camera to see the characters actually moving their mouths while also trying to listen to the abundance of certain long-winded teammates was incredibly tedious...  Between that and squinting to read the overabundance of text, all with the general lack of music...  Man, so bland...  It's really unfortunate.  It would add so much to the game.

 

I just hope that with the story DLC, they place more emphasis on cinematic style cameras.



#148
Merwanor

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I have not finished the game yet, but so far I find it has way more cut scenes than DA2 and DAO. At least more cut scenes of better quality.



#149
holdenagincourt

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I am not complaining about more dialog as more dialog is fine. But is that dialog actually engaging in the same was as the Conrad Verner example given above? Or is this extra dialog not as immersive and just a step above text dialog?

 

Remember the idea is quality, not quanity. I would rather have less of something but this something be TRUELY amazing and immersive rather than more of something but is actually less amazing and immersive.

 

I think that is the two sides. Some people rather have quality while others are just fine with quantity. 

 

Literally all I want is the "leave conversation" functionality restored. Patch 2 broke it and made it so that leaving a conversation no longer allows you to rotate the camera while talking to people. The auto-zoom camera always chooses the worst angles that show me neither of the participants' faces, and previously you were able to manipulate it as normal by leaving the conversation but staying close to the conversant.

 

I don't need, or want, direction and cinematography for every non-transactional conversation, I just want the ability to look at what I want again.

 

By the way, I didn't find C. Verner "amazing and immersive." It was comic relief at best and discordantly, unimmersively self-referential at (near) worst. And the amount of time given to him and never given to major missing details like entire planets and species bothers me on reflection.



#150
Phonantiphon

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No.
Next question.