That wouldn't work so well in cutscenes. Animations are all pre-baked and likely done with mocap, and you can't just mirror them.
That's a good argument against having cutscenes, I say.
That wouldn't work so well in cutscenes. Animations are all pre-baked and likely done with mocap, and you can't just mirror them.
That's a good argument against having cutscenes, I say.
That's a good argument against having cutscenes, I say.
I'm in the minority of people who favoured DA:Is approach, though I wanted more customization over the camera. If people wanted zoomed in, they could have it.
That's a good argument against having cutscenes, I say.
It's an argument against cutscenes.
I'd take well choreographed scenes over more static in-game animation any day, even if it means restricting choice of hand dominance.
1. I support player choice.It's an argument against cutscenes.
I'd take well choreographed scenes over more static in-game animation any day, even if it means restricting choice of hand dominance.
1. I support player choice.
2. I applaud any gameplay mechanic that supports neurodiversity (such as left-handedness).
3. I dislike cutscenes, because that choreography you mention robs the player of control over his character.
Which is fine, but cutscenes make the story more interesting to follow. Part of Mass Effect's charm is its cinematic nature. Not only can you appreciate the dialog, but you can also enjoy the visual scene it belongs to. There's a reason Fallout 4 has eschewed its classic "zoom to face" conversations for a more dynamic shot/counter-shot system. It's just more fun to look at.
It's not as if dialog trees don't already rob players of their control. Choreography just makes the process look nicer.
And robs the player of control over actions, rather than just words (assuming the dialogue system even does that, which some don't - keyword systems like Morrowind, for example).Which is fine, but cutscenes make the story more interesting to follow. Part of Mass Effect's charm is its cinematic nature. Not only can you appreciate the dialog, but you can also enjoy the visual scene it belongs to. There's a reason Fallout 4 has eschewed its classic "zoom to face" conversations for a more dynamic shot/counter-shot system. It's just more fun to look at.
It's not as if dialog trees don't already rob players of their control. Choreography just makes the process look nicer.
I could Think of more important things to ask for, and my sister is a lefty. Doesn't seem to be a priority.


Ah, fight the good fight fellow lefties.
This is the newest thing on the BSN crusade list, right?
And robs the player of control over actions, rather than just words (assuming the dialogue system even does that, which some don't - keyword systems like Morrowind, for example).
I wasn't trying to imply that dialog systems limited the player's control over his or her words; rather, I was saying that dialog systems already restrict the player's actions. Unless there's a contextual "[Do thing]" option, the player just stands there awkwardly. Mass Effect's cinematic style of dialog offers the same level of control over the PC's actions (more if you factor in interrupts) while being generally more fun to watch.
I'd like actions to be divorced from dialogue, so that we can choose to do and say things independently.I wasn't trying to imply that dialog systems limited the player's control over his or her words; rather, I was saying that dialog systems already restrict the player's actions. Unless there's a contextual "[Do thing]" option, the player just stands there awkwardly. Mass Effect's cinematic style of dialog offers the same level of control over the PC's actions (more if you factor in interrupts) while being generally more fun to watch.
I'd like actions to be divorced from dialogue, so that we can choose to do and say things independently.
Cinematics largely prevent that.
Personally, I think that's pretty boring. People can walk and talk, so why shouldn't they? It maintains the flow from combat to dialog and gives us something more interesting to look at.
If anything, I think the interrupt system should be expanded so that we can execute a wider variety of actions during dialog sequences.
And that would be fine if we could control the two independently.Personally, I think that's pretty boring. People can walk and talk, so why shouldn't they? It maintains the flow from combat to dialog and gives us something more interesting to look at.
I made a thread about a week ago on how to improve the interrupt system. As long as we get to know what it is we're choosing, and make that choice without time pressures, I'm wholly in favour of expanding the interrupt system.If anything, I think the interrupt system should be expanded so that we can execute a wider variety of actions during dialog sequences.