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Why did Bioware ditch the cinematic camera?


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#51
disi123

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In the NewExperienceTable mod on Nexus, people noticed a nice side feature of increased banter talk. This seems to indicate that banter is highly level based. I haven't finished the game yet and do not know if there is a maximum level, but it seems stretched too far?

 

There is a conversation zoom mod as well, at least PC players have the option for semi-cinematic dialogues.

 

p.s. location based is odd anyway, in DA:O it felt like every time you cross a bridge there is banter :) In Lothering and in Redcliffe the bridges triggered it.



#52
BabyPuncher

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Because it effectively takes zero animation resources...It's just characters standing still with a script to move their mouths and such.

 

Whereas cinematic scenes have to be animated by hand. 



#53
disi123

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Because it effectively takes zero animation resources...It's just characters standing still with a script to move their mouths and such.

 

Whereas cinematic scenes have to be animated by hand. 

I still want to be able to see their faces, which is not possible in the original game.



#54
AlleluiaElizabeth

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I don't think this has been mentioned here, but the modding community has managed a mod for this: http://www.nexusmods...tion/mods/313/?

 

It zooms the camera in close enough you can see the faces of the people you are talking to. Modder has made three versions: 20 fov, 30, fov, and 35 fov. I use the 20 fov at the moment (its the closest zoom), but I have a feeling I may need to switch to the 30 for those few times I'll be talking to Iron Bull when he's not on his chair in the tavern.


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#55
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I used to be a member of the blessed PC race, but unfortunately I do not have a gaming rig right now and am forced to play the game on a PS4 ... which means no zoom mods for me.

 

I can never understand why modders are able to put this stuff together so quickly, while the actual developers struggle to implement the same features.



#56
Saphiron123

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Cinematic was ditched so that you could talk to more NPCs

There's fewer speaking npcs in this then in the other games, and fewer people involved in the conversations in many cases... not even remotely true.

Hell, in the earlier games you could at least click on anybody and they'd have SOMETHING to say. 

Nah, they were lazy, that's it. And it relaly takes the personal feeling out of conversations.



#57
Shelled

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I'm not sure if this has already been brought up, if so, I apologize.

 

Why did Bioware ditch the cinematic camera of DA: Origins and DA 2 for what I can best describe as a detached, quasi-isomatric crane shot?

 

With the vast majority of NPC's, you're forced to hover above them, squinting to make out their facial expressions. It really messed with the audio as well, at least on my system. The closer I moved in with the camera, the better I could hear, but zooming in was a challenge.

 

Was this a matter of resources? You have more npcs so you can't afford to properly stage and light all of them?

It was way superior in origins. I don't really understand the logic behind this at all, its a waste of dev time the way they did this in inquisition.

There was also absolutely nothing wrong with the origins tac cam either, this version in inquisition is ridiculously limited by comparison.

Everything about gameplay itself is a downgrade compared to origins. The only thing it does better is the level design and open maps, however they are clustered with the mundane making these big maps more of a downside than an upgrade. There isn't one interesting side mission in the entire game.



#58
Saphiron123

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lol no

in DAO and DA2 almost every sidequest (along with the main story of course) had cutscenes instead of the lame skyrim rip off that we got

Absolutely agree. Playing origins right now. every conversation is cinematic except for npcs who literally have one line.



#59
DuckTheSecond

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I hope they bring back cinematic dialogues next game. The system they use now is not engaging, they don't show a lot of expressions. I DA:O you had awesome cinematic experiences like talking to that sobbing girl in the Redcliffe Chantry and then the camera showing Morrigan making a snarky remark when you say you'll help her for a kiss. It showed so much more emotion.

 

I remember playing Skyrim where they used a dialogue system like in DA:I. After a while I started playing DA:O again and man, those cinematic conversations were such a fresh breath of air...

 

Hopefully now that they have built Frostbite to work as an rpg engine, they'll have more time to add cinematic conversations next game.


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#60
Lee T

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I hope they bring back cinematic dialogues next game. The system they use now is not engaging, they don't show a lot of expressions.


It does feel counterintuitive. One of Bioware's gem is their dialog, in order to have more they ditched the cinematic rendering of said dialog, thus diminishing it's effectiveness for many players.

#61
10K

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Because ME3 did it.


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#62
hostaman

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Because ME3 did it.

  

In fact it's worse in ME3 - the infamous "auto dialogue"

 

The reason given for in ME3 was that it helped to keep the story moving along.  I can believe that there are ME players who skip dialogue to get to the action, but DAI feels like a different kind of game where the RPG element should be greater.



#63
Farangbaa

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There's fewer speaking npcs in this then in the other games, and fewer people involved in the conversations in many cases... not even remotely true.


Are you serious?

Hell, if we're just talking actual cinematic cutscenes, the amount of it in Skyhold alone blows away DA:O.
Without cutscenes is also plentifull

Unless you're going to count all those meaningless NPCs in DA:O that say the exact same line every single time that you can't even really interact with, cause you say nothing in return. But if you're going to count those, the I don't see why the 'missing' cutscenes in DA:I are such a big deal.

#64
Eonetic

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That MMO bollocks again.....



#65
AlleluiaElizabeth

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In fact it's worse in ME3 - the infamous "auto dialogue"

 

The reason given for in ME3 was that it helped to keep the story moving along.  I can believe that there are ME players who skip dialogue to get to the action, but DAI feels like a different kind of game where the RPG element should be greater.

Autodialogue isn't what's being talked about here. A more apt comparison would be the driveby pickup sidequests where you don't really engage the NPCs at all to get the quest. You just got it from overhearing them talking to other NPCs. 

 

But even that's not an apples to apples comparison. This is something new to DAI.

 

I can understand not having the time to implement full cut scenes complete with movement around the stage for every quest giver. They did it in previous games, but they're working with a new engine, etc, fine. But not zooming in to an over the shoulder view like when you talked to every other npc in the series ever, instead replacing it with this two steps-back camera... Did they do that b/c they weren't entering a cutscene and the camera being too close would frustrate silly people who can't figure out the right distance to start to speak with an npc? Did they do it to try to sugar coat the fact that the NPCs in question don't animate to emphasize what they are saying(like wave arms at a specific part of the story they're relaying or something)?

 

Its not b/c they don't have facial animation or something, cus they do. The camera mod actually lets you get in close enough to see it. Its such an improvement and a callback to the older games in the series at the same time, I'm a bit flabbergasted that it isn't in vanilla.

 

 

That MMO bollocks again.....

Oh, stop. I've played several mmos over the years. Most of them, even current ones, have a block of text pop up when you click a quest npc. They don't even voice act, unless you are in a major storyline cutscene, and sometimes not even then. This is not an mmo thing.



#66
Eonetic

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Oh, stop. I've played several mmos over the years. Most of them, even current ones, have a block of text pop up when you click a quest npc. They don't even voice act, unless you are in a major storyline cutscene, and sometimes not even then. This is not an mmo thing.

 

They might aswell have skipped voice acting with fetch quests that shallow.


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#67
AlleluiaElizabeth

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They might aswell have skipped voice acting with fetch quests that shallow.

I disagree. I don't consider the side quests anymore shallow than in previous games. I think you get out of it what you bring into it. I admit that impression is helped by the camera being zoomed in more when you talk to the npcs. It now feels much more like I am actually talking to them.

 

Personally think Bioware should adjust the fov of the conversation camera in a patch. 



#68
Sartoz

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I used to be a member of the blessed PC race, but unfortunately I do not have a gaming rig right now and am forced to play the game on a PS4 ... which means no zoom mods for me.

 

I can never understand why modders are able to put this stuff together so quickly, while the actual developers struggle to implement the same features.

 

Modders have some freedoms that EA does not.

 

First

EA has three platforms (I'm excluding the old gen consoles for the sake of simplicity) to worry about. More important, any change to the console game requires certification from Microsoft and Sony before it's distributed. This fact alone is one reason why it takes EA/BioStudio so long from fix-start time to distribution time.

 

Second

EA/BioStudio has an obligation to ensure the change is actually working and stable. Equally important that it does not introduce negative knock-on effects elsewhere.

 

Last

Modders' only task is to.... well mod. Once they deem it in working order they place it on Nexus for distribution. Plus, these mods are of the use at your own risk variety.

 

Hope that helps

 

 

 


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#69
disi123

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There are only a very few files different between PC and console, those are concerned about the actual input (PC and Apple have the battlemenu at the bottom, while XBox and other controllers get this circle menu).

XBox and PS4 are hardware wise PCs with an AMD APU and special controllers.

 

//edit: with PC I mean an Intel based personal computer. Apple uses normal PC hardware as well now for the last couple of years.


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#70
Draining Dragon

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I can barely hear what people are saying during these dialogues.

#71
JadeDragon

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The lack of main sidequest cutscenes was a killer. The small fetch quest didn't need cutscenes. But each zone had a main side questline that was barely noticeable due to lack of cutscenes. When scout harding reports in that should be the 1st cutscenes of that zone not the only. Fairbanks questline should have had cutscenes, meeting micheal and ishmael should have also. All major zone quest story telling was all codex and no cutscenes which made it hard to tell fetch quest from important side quest. Main quest cutscenes was excellent just like every DA game but why didn't the Dalish have a cutscenes here? DA2 broke down the quest well. Main quest has the movie type cutscenes, sidequest have cutscenes not as long as mainquest but more so used to introduce important npcs and bosses then minor quest can have no cutscenes. Now if we talk to Fairbanks after the intro cutscene the zoom camera is fine to get additional info but additional info only not important info. What if there was no cutscenes for the lady in the forest and werewolves just fights? Or for any side quest in Dao or DA2 and we just killed bosses without realizing who they are and why we even wanna fight them? That's how DAI treated alot of the bosses. The despair demon boss just appeared after we do this entire puzzle in the temple no cutscene intro at all.

#72
Fast Jimmy

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I used to be a member of the blessed PC race, but unfortunately I do not have a gaming rig right now and am forced to play the game on a PS4 ... which means no zoom mods for me.

I can never understand why modders are able to put this stuff together so quickly, while the actual developers struggle to implement the same features.


Modders only need to do it for one platform (PC) and they are often bug riddled for other users (questionable quality). DA:I devs need to roll it out to FIVE platforms, while also going through the MS and Sony certification process, which takes weeks, if not months, for one change.

It's still very impressive how quickly modders have hopped on the scene so quickly with DA:I, especially when juxtaposed with Bioware's somewhat sluggish action on the same front of identifying, acknowledging and fixing the issues with the core game.

#73
Sartoz

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There are only a very few files different between PC and console, those are concerned about the actual input (PC and Apple have the battlemenu at the bottom, while XBox and other controllers get this circle menu).

XBox and PS4 are hardware wise PCs with an AMD APU and special controllers.

 

//edit: with PC I mean an Intel based personal computer. Apple uses normal PC hardware as well now for the last couple of years.

Hm...

While the console has AMD hardware for PS4 and XB1 their architectural implementations differ somewhat. Certain hardware tweaking was done on each side to enhance their view of game performance and how the console would be used, such as, video streaming, internet usage, Multiplayer Gaming with chat capabilities. Maybe even starting your own game server and then inviting your friends over for a game., . On the software side, however, their Operating  System are different.

 

For example:

PS4 runs Orbis OS, a modified version of FreeBSD that’s similar to Linux.

 

XB1 runs a modified Hyper-V which is a Virtual Machine OS that is responsible for allocating system resources for a dedicated "XBOX OS" used for loading the games. This approach gives the developers a sandbox environment... a known quantity to work with.

 

Also, both console APIs have been optimized to be as close to the "metal" as possible and are different from their PC brethren.

 

There is much in common but dismissing the differences is, in my view, a grave error.  Device input control programming appears to be coded in a Monolithic manner instead of Modular.  This hypothesis is based on the "difficulties" the BioStudio has in providing the PC community with prompt DAO/DA2 KB+M controls, as Patch 5 fails to address the simple key-to-mouse bindings, available in the two previous games. Monolithic coding is hell when you need to change something.

 

I may be wrong about this but look at the past four patches. When implemented, they fixed some issues and broke something else.  Changes to DAI seem to be a wee bit more complex than "..only a very few files different between PC and console.."

 

Just saying.



#74
RVallant

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I used to be a member of the blessed PC race, but unfortunately I do not have a gaming rig right now and am forced to play the game on a PS4 ... which means no zoom mods for me.

 

I can never understand why modders are able to put this stuff together so quickly, while the actual developers struggle to implement the same features.

 

Mods know what they're doing. Devs just getting through the day for a paycheck - think about it honestly, if you want to clean a plate you'd do a better job than a dishwasher that is just there to pick up the daily grind check. >_>

 

Probably down to business jargon too, I'm sure we all say "We need cinematic camera" and the modders go "I know what that is, we'll do that!" but for the people in the offices it's probably on a A4 sheet of paper with jargon that says "We need a superior zoom, facial lock animation valued, emotion expressing tracker camera" and the Devs go "What the hell is that" and they spend so long going back and forth detailing what it is that they run overbudget and it gets cut or put down as 'too hard to do'.



#75
Average Designer

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My girl and I think it was a lazy mistake. PC people have already made a mod to fix that for the PC. Meaning that if the PC people can do it then we sure as damn well know that BW can fix it for consoles.