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Why did Bioware ditch the cinematic camera?


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#26
Dutch

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I'm not talking about cut scenes. In Dragon Age Origins and DA 2, every interaction with npcs was properly staged and lit, even trivial ones that pertained to side quests.

I'm pretty sure that when you add those all up, they exceed what we got in Inquisition.

As for the "dynamic camera" which they created to allow you to freely enter and leave conversations, I found it more annoying than anything else. You're still tied to the conversation until you're about ten feet away.

I feel like they are going in the direction of more = better. More quests, more npcs, more dialogue, when a lot of that is just fluff.


Ha, some NPCs would leave in the middle of the conversation like the Horse master and the inquisition lieutenant in the Hinterlands. Very annoying.

#27
Dutch

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They can fit in more dialogue if they don't use cutscenes because of the time and money required to create each cutscene.


DA:I felt like it had the least amount of dialogue.
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#28
Kantr

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Nonsense. You talked to more NPCs in DAO than DAI. I felt very isolated for some reason in DAI.

I didnt say that was my opinion or the fact. I'm just repeating what Bioware said when asked about it



#29
uzivatel

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Calling the camera in past games "cinematic" seems bit of a stretch.
Not sure if I want to go into different camera mode during routine dialogues.

#30
TheOgre

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Feels cheep and unimpressive

 

I didnt say that was my opinion or the fact. I'm just repeating what Bioware said when asked about it

 

They promised me immersion :/

.



#31
X Equestris

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DA:I felt like it had the least amount of dialogue.


It may have felt that way, but that is probably a side effect of not having as many cutscenes as we are used to.

#32
Dai Grepher

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DA:I had some good cut scenes. Like the scene between the Inquiz and spoiler free character in the Val Roueux jail. It showed both characters from each side of the bars and did well in showing their expressions. It reminded me of the conversation with Riordan about the Darkspawn and how they find the old gods, ya know when the camera was looking out at the Wardens through the cage.

 

I agree that Origins had many cut scenes for NPCs, while Inquisition had much less of this, but what DA:I had was done well regardless.



#33
Wbino

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  Talking in cinematic style in between battles when YOU WANT TO is to me a essential part of the DA experience, anyone who doesn't  get that should not be producing/directing the series.....that's just a basic... 



#34
Kantr

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I miss the Origins cinematics of what the enemy was doing. Would have been nice to have a cutscene of Corypheus plotting his next move.


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#35
In Exile

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I prefer the lack of a cinematic camera. I wish we had more control over it in terms of e.g. zoom, but I like that it's more of a part of the world rather that its own detached mode. 



#36
Dai Grepher

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I miss the Origins cinematics of what the enemy was doing. Would have been nice to have a cutscene of Corypheus plotting his next move.

 

The crystal.



#37
ThreeF

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The crystal.

Pity  you only get it if  you choose the Templars and do Calpernia's quest


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#38
earymir

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I miss the Origins cinematics of what the enemy was doing. Would have been nice to have a cutscene of Corypheus plotting his next move.

 

Yeah that's interesting, I forgot about that.  I definitely prefer both the cinematic conversations and the movie-esque style of DA:O, where you could see Loghain plotting and the like.  By trying to make everything more "in-world" or out of cinematic style, I felt like they actually kind of broke immersion.  I end up just watching the camera spin around and around instead of the dialogue lol.  (Might be my own issue...)

 

Edit: Immersion might be the wrong word - it made me less engaged.  Cutting to an omniscient camera isn't exactly immersive but it heightened tension.  


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#39
Wbino

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So you can't click on a ally an start a dialogue with them at anytime like DAO?
Why?

#40
tmp7704

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DA:I felt like it had the least amount of dialogue.

Need to keep in mind each of the conversations in DAI is effectively 8 of them, due to all race/gender combinations for the protagonist. Compared to 6 in DAO and mere 2 in DA2. It's not something the player will really experience but it has to be made nevertheless.

#41
Kantr

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The crystal.

Thats templar run only and just his thoughts on the world. Not like the scenes we see with Loghain and Howe



#42
Guest_Aribeth de Tylmarande_*

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I prefer the lack of a cinematic camera. I wish we had more control over it in terms of e.g. zoom, but I like that it's more of a part of the world rather that its own detached mode. 

 

You can barely make out the faces and expressions of the npcs, though. I suppose I would be happy with an improved zoom function.

 

 

maxresdefault.jpg



#43
Guest_Raga_*

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I think it's just because animating *every* conversation is a tremendous space and resource hog.  I don't really need cinematic camera of some guy telling me to go get goat meat.



#44
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I think it's just because animating *every* conversation is a tremendous space and resource hog.  I don't really need cinematic camera of some guy telling me to go get goat meat.

 

I would rephrase that sentence and say, "I don't need some guy telling me to go get goat meat."


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#45
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Well, fine.  I'll use a rather meaningless quest from DAO instead then.  I don't really need a fully animated scene of that guard guy in the Denerim marketplace telling me to go beat up some thugs. 

 

Likewise, I don't need full animation of NPCs that are just providing information dumps such as miscellaneous NPCs in the Redcliffe tavern.  I *do* want to be able to talk to those people though instead of the tavern just being devoid of anybody to interact with.  



#46
catabuca

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If we're talking specifically about more general conversations like with Threnn or Minaeve or any character who has a set amount of things to say to you in a non-story-cutscene kind of way, a.k.a. the exposition conversations (e.g. "Tell me, how did you come to be in Haven?" "How did you know Loghain?" "So Varric, tell me about the Champion of Kirkwall"), I believe the devs said that a common complaint of previous games was clicking on a character to see if they had anything new to say to you, finding out they didn't, and having awkward "Shepard" "Wrex" "Shepard" moments all the time.

 

The idea was that you could simply walk away from a conversation, without going through the whole "Hello" "Hello" "Goodbye" "Goodbye" thing. I remember this getting very loud 'whoops' of appreciation and joy when it was showcased at various panel events in the lead up to release.



#47
Sartoz

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In another thread, a Bio employee was aked a similar question. The answer was somwthing like this:

 

Paraphrasing

Any time a project is considered, it is evaluated by asking ourselves three questions.

1. What is the resource cost?

2. How much time will it take?

3. What is the value to Bioware?

 

 

 

 



#48
Guest_Aribeth de Tylmarande_*

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If we're talking specifically about more general conversations like with Threnn or Minaeve or any character who has a set amount of things to say to you in a non-story-cutscene kind of way, a.k.a. the exposition conversations (e.g. "Tell me, how did you come to be in Haven?" "How did you know Loghain?" "So Varric, tell me about the Champion of Kirkwall"), I believe the devs said that a common complaint of previous games was clicking on a character to see if they had anything new to say to you, finding out they didn't, and having awkward "Shepard" "Wrex" "Shepard" moments all the time.

 

The idea was that you could simply walk away from a conversation, without going through the whole "Hello" "Hello" "Goodbye" "Goodbye" thing. I remember this getting very loud 'whoops' of appreciation and joy when it was showcased at various panel events in the lead up to release.

 

Pretty much everything at those panels received a standing ovation. When they said that players could craft again the audience practical wet themselves. Fan events are generally pretty welcoming affairs.

 

I suppose it's all a matter of preference, I just feel like they swung the pendulum too far in the opposite direction.

 

"Oh, you don't want any more awkward hellos and goodbyes with npcs? Okay! We'll totally eliminate staged conversations from everything except plot-centric quests and replace it with a dubious rotating camera that can't zoom in."



#49
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In another thread, a Bio employee was aked a similar question. The answer was somwthing like this:

 

Paraphrasing

Any time a project is considered, it is evaluated by asking ourselves three questions.

1. What is the resource cost?

2. How much time will it take?

3. What is the value to Bioware?

 

Fair enough. Thank you Kane, I can always count on you for sage guidence. 

 

P.S. When are you going to continue your Tiberium War? There hasn't been a good RTS since Red Alert 2 and C&C 3. 

 

I guess it's just a matter of preference. I would rather have smaller zones that are packed with npcs who are properly staged and lit, and fewer quests that are more impactful and significant a la Origins.



#50
Sartoz

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DA:I felt like it had the least amount of dialogue.

Two reasons why the dialogue (for those that do have it) seems sparse.

 

One

There is a limit on the word budget.

 

Two

The banter has to be stretched over the whole game.  Otherwise, it would be over quickly. Also, if you stick with the same party, the banter will eventualy run itself out way before the end of the game.

 

The original game design was for the dialogue to trigger at certain locations, events and at random times. Plus, the player needed to open up new dialogue options by talking to the team  at Haven/Skyhold and with NPCs (ie: tavern owner, smith for example).  However, this design approach failed spectacularly for some because no matter how well intelligent people design things, they will be brokem in innovative ways by the lowly masses.


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