This topic was inspired by yet more discussion in the Twitter thread about the value of cinematic dialogues with NPCs.
The debate is whether, upon addressing an NPC (quest-NPCs primarily) the angle should remain static, as it does in Dragon Age: Inquisition, or switch to a cinematic angle, as it did in previous Dragon Age games.
The argument for cinematic angles is that conversations are inherently more interesting when you can see the NPC up close, particularly their face. It creates a bit of familiarity and helps to make the NPC feel more like a person and less like a map marker. It's the same reason why people prefer face-to-face interaction in certain scenarios as opposed to, say, phone conversations or e-mails.
The argument against varies, but the critical point is the question of resources, and the expense it takes to make "cinematics" for every semi-important NPC in the game.
But I think this argument against slightly misinterprets what people actually want. There is a difference between a conversation that features a static, "cinematic" angle and a cinematic scene. The latter is featured in companion cutscenes, where every movement is custom created by the development team. The former is what used to be employed en masse in BioWare games, with the crucial difference that nothing is hand-crafted exactly; character movement and facial expressions depend on preset animations used over and over again. This is evident to anyone who plays BioWare games and has seen the "hold-the-arm" worried animation in KOTOR, or the "lean back and pose" animation in Mass Effect. Other games in the past, such as Divinity II and Witcher 2 just to name a few, utilize this as well. It's a cost-effective way to ape human expression that doesn't require nearly as much model and collision detection as an actual cinematic scene.
This is what I, and I suspect many others, would like to see return for future BioWare games. The important point is simply that the NPC is represented on-screen as someone with definable features. This helps create a sense of individuality, which in turn makes the conversations with NPCs more interesting.





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