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More cutscenes for small chat BioWare


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18 réponses à ce sujet

#1
ModeratorsSuckBalls

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In Dragon Age Inquisition most of the small chat was zoomed out and took away from the immersion, let's go back to ME3 and have cutscenes for the small chat or at least be able to zoom in a bit.


  • Dr. rotinaj, BioWareM0d13, Draining Dragon et 1 autre aiment ceci

#2
tesla21

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Silvius gunna like this.


  • AlanC9, pdusen, Hammerstorm et 2 autres aiment ceci

#3
Onewomanarmy

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I like cutscenes and the way they were made in Inquisition, so yeah, I'm all for this! Make it happen Bioware  -_-



#4
Dr. rotinaj

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Yes please. People are more memorable when I can see their faces. The forgettable quests in DAI were only made more forgettable because I could rarely remember the quest-givers. 


  • sjsharp2011, Draining Dragon, vanek2112 et 1 autre aiment ceci

#5
Draining Dragon

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The bad camera angles in DAI conversations made the game feel even more like a mumorpuger.

Cutscenes make for much more memorable interactions.
  • sjsharp2011, vanek2112 et Jeremiah12LGeek aiment ceci

#6
Jeremiah12LGeek

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The bad camera angles in DAI conversations

 

Not to mention the sound issue, where everything is ridiculously muted for the first few lines, then when the camera finally cuts, you can actually hear what they're saying.

 

It would have worked a lot better if the sound and visuals were balanced from the beginning of the conversation, especially in an RPG where the dialogue is pretty important.


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#7
Draining Dragon

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Not to mention the sound issue, where everything is ridiculously muted for the first few lines, then when the camera finally cuts, you can actually hear what they're saying.
 
It would have worked a lot better if the sound and visuals were balanced from the beginning of the conversation, especially in an RPG where the dialogue is pretty important.


Oh god, yes. I'd forgotten about that. I could barely hear anything the NPCs were saying.
  • ExoGeniVI aime ceci

#8
Teabaggin Krogan

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Yes I'm all for better immersive cutscenes for dialogues. Gives a more cinematic feel to the conversation as well while keeping the control in our hands. 

 

Btw that is one HUGE signature though!


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#9
RoboticWater

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Aww, but I liked listlessly rotating the camera in a desperate attempt to make those conversations visually engaging.

 

In all seriousness though, simple shot/counter-shot should be the bear minimum for dialog interactions.


  • Dr. rotinaj, Eromenos, Draining Dragon et 1 autre aiment ceci

#10
Draining Dragon

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Aww, but I liked listlessly rotating the camera in a desperate attempt to make those conversations visually engaging.


It allowed us to experience the same despair felt by the people of Thedas.
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#11
katerinafm

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Don't you mean ME1 or ME2, or better yet, DAO? ME3 had the majority of convos in a zoomed out way as well. In fact it was worse because you didn't have a dialogue wheel either.

 

But yes bring back cinematic conversations, DAI's way was bad.


  • Linkenski et ExoGeniVI aiment ceci

#12
Linkenski

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Yep. The non-cinematic dialogues of DA:I and ME:A make the game feel cheaper in how it's made. Either conversation system felt like an obvious economic decision and not a good aspect of the game's design. It made the quality of the game feel very inconsistent and ruined the flow IMO.

 

You'd have an action-packed mission with great cinematic moments and then you'd get back on the Normandy and watch two characters stand in place, not facing each other and talking while Shepard stretches his arm and the camera focuses on the environment away from the two characters that should be in focus. DA:I's systems flaw wasn't necessarily the free-camera but it was in the exectution of it. The camera's anchorpoint was horridly placed, the zoom level was too far out and voices actually depend on it, meaning you had to make a really broken angle to get equal amount of volume for each voice of the two people talking. Moreover they both stand in place, there was an untight delay between clicking and initiating the conversation and it just felt not-right, and like Bioware made someone incapable design the camera system. Likewise closing rifts had a hilariously off anchor-point making the character disappear completely out of the picture upon facing the camera backwards.

 

Get your **** together Bioware. This should be something you could've fixed by changing two-three values or strings of text.


  • ExoGeniVI aime ceci

#13
RoboticWater

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I think I should clarify my position. I don't think every conversation needs a cinematic; rather, they just need to be engaging. 

 

For instance, Borderlands doesn't lock you into place to listen to quest givers; you are allowed to roam free and listen to anyone speak over the radio. Of course, those interactions are hardly conversations, and characters of Borderlands aren't know to have great conversational manners. A more appropriate example might be the party banter in Inquisition. We don't need snazzy camera angles because we're engaged with exploration.

 

If BioWare isn't going to make a scene for us to watch, they need to at least provide us with something else to entertain ourselves with. If the conversation is in an office, we could get a closer look at the photos on the wall or peruse some nearby reading material, or if the conversation is in the middle of the mission, we could maintain control of our character while talking over the radio. Anything that gives me something more to do than just sit down and watch some static scene lethargically unfold before my eyes.

 

On a similar note, we should be able to listen to codex entries while walking around non-combat areas. I appreciate the narration, but I tend to get impatient when I'm needlessly stuck in a menu for the duration.



#14
ZipZap2000

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No me3 autodialogue DAI zoom BS. Give me the observation deck in me2, the lab, the Krogan in the cargo hold. Tali's loyalty mission, Miranda's too. The response I get from friends to me2 is always the same.

So this is like a movie and a game?

Yeah, only you decide how the story goes.

That's pretty cool.

Yes, yes it is.
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#15
Gileadan

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Especially get rid of those moments where some NPC initiates a conversation because you walked up close enough, but then said NPC keeps wandering around and walks out of conversation range again, interrupting it. Also, your companions walking in circles while you were talking to someone is something I can live without.  



#16
KaiserShep

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Yep. The non-cinematic dialogues of DA:I and ME:A make the game feel cheaper in how it's made. Either conversation system felt like an obvious economic decision and not a good aspect of the game's design. It made the quality of the game feel very inconsistent and ruined the flow IMO.
 
You'd have an action-packed mission with great cinematic moments and then you'd get back on the Normandy and watch two characters stand in place, not facing each other and talking while Shepard stretches his arm and the camera focuses on the environment away from the two characters that should be in focus. DA:I's systems flaw wasn't necessarily the free-camera but it was in the exectution of it. The camera's anchorpoint was horridly placed, the zoom level was too far out and voices actually depend on it, meaning you had to make a really broken angle to get equal amount of volume for each voice of the two people talking. Moreover they both stand in place, there was an untight delay between clicking and initiating the conversation and it just felt not-right, and like Bioware made someone incapable design the camera system. Likewise closing rifts had a hilariously off anchor-point making the character disappear completely out of the picture upon facing the camera backwards.
 
Get your **** together Bioware. This should be something you could've fixed by changing two-three values or strings of text.


And MEA? Tell me your secrets!
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#17
AlanC9

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In Dragon Age Inquisition most of the small chat was zoomed out and took away from the immersion, let's go back to ME3 and have cutscenes for the small chat or at least be able to zoom in a bit.


Wait, ME3? ME3 originated non-cinematic dialogue for the series.

#18
ZipZap2000

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While we're here talking dialogue the number of times the words 'Shepard' and 'Cerberus' get said is sickening.

The following words are not sacrilege:

You.
Us.
They.
Them.
They're.
Their.
We.
He/She.
Spectre.
Boss.
Sir/Ma'am

#19
Khrystyn

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The non-cinematic dialogues of DA:I and ME:A make the game feel cheaper in how it's made. Either conversation system [feels like a poor] aspect of the game's design. It made the quality of the game feel very inconsistent and ruined the flow IMO.

 

You'd have an action-packed mission with great cinematic moments, and then you'd get back on the Normandy and watch two characters stand in place, not facing each other and talking while Shepard stretches his arm and the camera focuses on the environment away from the two characters that should be in focus. D

 

Do you think a better NPC movement AI would 'help' to fix an issue like this?

 

Do others think this is a big problem to be fixed?