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Adding developer commentary to ME:A as a Director's Cut Edition?


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28 réponses à ce sujet

#1
AlleyD

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I'm playing Deus Ex: Human Revolution Director's Cut edition ATM with the commentary option enabled. It's interesting and fun edition to a game and increases the replay value, imo.

 

Would this be a feature anyone would wish added into ME:A as part of a special edition? That would be something that would seriously entice me to invest in.


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#2
Onewomanarmy

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With the commentaries enabled? Naaaah, not really tbh.

 

I think it would be too annoying for me. 


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#3
AlleyD

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With the commentaries enabled? Naaaah, not really tbh.

 

I think it would be too annoying for me. 

The way it is used in DE:HR DC version is with an option to play the commentary flags up at certain points with details about the development of that environment or cut scene. Also, it is an optional extra that is activated on the front menu.



#4
straykat

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I didn't know games had commentaries now. I love that idea.

 

 

Just not for this exactly.


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#5
AlanC9

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I've liked this a lot in Valve's stuff. Why not?

#6
7twozero

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I liked it in Portal, with the little floating word balloons you could trigger

#7
Onewomanarmy

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The way it is used in DE:HR DC version is with an option to play the commentary flags up at certain points with details about the development of that environment or cut scene. Also, it is an optional extra that is activated on the front menu.

 

Ahh I see but I still don't think I'd like it tbh. Don't really see the point or the need.



#8
Dr. rotinaj

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Yeah it would be a cool option.



#9
Spectr61

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Is it DEV commentary on your play, or your commentary on the game as you go?

So, who's comments on what to whom?

#10
ZipZap2000

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What could possibly make this (ending) any better?

What if we had Casey Hudson narrate it from a developers perspective?

GEN-I-US!

#11
RoboticWater

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What could possibly make this (ending) any better?

What if we had Casey Hudson narrate it from a developers perspective?

GEN-I-US!

I know you might be joking, but some developer commentary would finally answer the question: "what the hell were they thinking?"

 

But to the OP; I wish that every game had developer commentary by default. It was Half Life 2 and Portal's commentary that sparked my passion for game development and digital storytelling. Listening to the developers themselves talk about the process behind a certain feature or game event is fascinating, and leaves me with a greater appreciation of the game as a whole.



#12
DaemionMoadrin

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Is it DEV commentary on your play, or your commentary on the game as you go?

So, who's comments on what to whom?

 

Haha, like the narrator in Saint's Row 3/4 or Deadpool? "That was ****, try again." or "We didn't actually think anyone would keep clicking for so long."

 

Basically a good idea but BioWare tends to cut corners as the deadline approaches, which often resulted in missing content, lack of QA or simplified features (keep upgrades in DA:I). Asking them to add commentary would probably lead to problems. If they ever make a director's cut or GOTY edition, then they could add it... but first they need to deliver a good game.



#13
ZipZap2000

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I know you might be joking, but some developer commentary would finally answer the question: "what the hell were they thinking?"



Ok, so now Shepard is ascending, upward and into the highest level of the citadel, which symbolises his ascension....into the highest level of the citadel.....The catalyst is awoken and has materialised in the form of the child that haunts Shepards dreams. The catalyst knows this child exists through a magic psychic bond he now shares with Shepard after his ascension.....This is the part we thought would be the best place to take control away from the player and have the catalyst ask Shepard to commit suicide....symbolising the end of the players journey and allowing Shepard to make his own decisions independent of the player for once.....we thought dividing each choice into colours would be a great idea it really allows the player to feel as though the individual endings are actually different to one another in some way....and now the player will make the last choice they'll ever make in the trilogy in this run we've chosen to have Shepard electrocute himself, slowly.....this moment had to be perfect from our perspective and we're really proud what we were able to achieve here artistically.
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#14
AlleyD

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Is it DEV commentary on your play, or your commentary on the game as you go?

So, who's comments on what to whom?

On De:HR Diretor's cut the main commentators I've encountered are Mary DeMarle (lead writer), Jonathan Jacques-Belletête (lead artist), Jean-François Dugas (director), and Steve Szczepkowski (audio director). Each commentary segment is a  conversation between the group and the segments I've heard show the developers as honest, upfront, often quite critical and always insightful.



 



#15
RoboticWater

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Ok, so now Shepard is ascending, upward and into the highest level of the citadel, which symbolises his ascension....into the highest level of the citadel.....The catalyst is awoken and has materialised in the form of the child that haunts Shepards dreams. The catalyst knows this child exists through a magic psychic bond he now shares with Shepard after his ascension.....This is the part we thought would be the best place to take control away from the player and have the catalyst ask Shepard to commit suicide....symbolising the end of the players journey and allowing Shepard to make his own decisions independent of the player for once.....we thought dividing each choice into colours would be a great idea it really allows the player to feel as though the individual endings are actually different to one another in some way....and now the player will make the last choice they'll ever make in the trilogy in this run we've chosen to have Shepard electrocute himself, slowly.....this moment had to be perfect from our perspective and we're really proud what we were able to achieve here artistically.

Hey, if nothing else, it'd be a good laugh.



#16
ZipZap2000

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Hey, if nothing else, it'd be a good laugh.


There would be parodies. They would be glorious.
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#17
themikefest

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If it comes out, however long after Andromeda is released, and I knew that a director's edition was to be released with commentary, I would wait to buy the game, most likely including all dlc as well, at that time.



#18
Spectr61

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There would be parodies. They would be glorious.


This.

Much opportunity here.

#19
LineHolder

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Loop 'speculation by everyone' into the audio and call it a day.



#20
Le Pointy Finger Man

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wew lad

#21
UpUpAway

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Optional toggle for developer's commentary... I'm game.



#22
Obliviousmiss

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I like how Naughty Dog does "behind the scenes" videos that unlock as you play their game. They're fascinating, and I would love one for Andromeda! 


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#23
Sartoz

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 Snip

  BioWare tends to cut corners as the deadline approaches, which often resulted in missing content, lack of QA 

Snip

                                                                                       <<<<<<<<<<(0)>>>>>>>>>>

 

My experience working alongside QA departments in large banks and gov agencies showed me that the QA departments is only responsible for reporting problems and sometimes prioritizing them according to their given "problem criteria" both pre and post launch.

 

Weekly meetings from dev mgt looked at these reports and decided between those that needed fixing before launch and those deemed post.... eventually leading to fixing only the crucial ones as time ran out. Mind, senior mgt was always kept up to date and any talk of delay was because a "crucial feature" could not be completed in time.

 

There never was talk of "removing a feature" as senior mgt already approved the project as a whole. Video games work with different rules, of course.

 

Side note and for those interested only.

IT was seen as a black box by everyone outside it. Requests went in and weeks/months later something came out.

In reality, IT projects were tightly controlled, prioritized and human resources assigned as follows:

 

1.- Government mandated <=== ie: change in payroll tax/deductions

2.- Corporate Imperatives  <=== ie: New services

3.- Must have <============ ie: internal IT projects.

4.- Production Maintenance <== ie: your normal every day support. (ie: keep those servers up!)

5.- Departmental requests <=== ie: new forms, new reports, change in a search criteria options... etc.

 

IT uses yearly man hours (ie: n workers x 8hrs/day x 241 days/year) available to it = total yearly staff $costs$. Each project was assigned the estimated man hours then subtracted from the whole and trickled down the priority list. It did not include approved overtime. Freed resources from a completed project would be re-assigned according to the priority list.

 

Item 5 saw the light of day if resources from 1-4 got freed somehow and non IT staff could never understand why it took six months to get a simple "add a date/time stamp" on this form.

 

 

 

 


 



#24
DaemionMoadrin

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Nice. Still, look at the BioWare games in the past and you'll see they removed features, dialogue etc because they didn't finish in time.



#25
Sanunes

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Nice. Still, look at the BioWare games in the past and you'll see they removed features, dialogue etc because they didn't finish in time.

 

As with any other developer too.