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Reader Comments (30)

Posted: Nov 22nd 2011 8:06PM J45neoboy said

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Interesting, now if it was real time like Skyrim is, this would be the perfect system, but the way AN did it is truly unique.

Posted: Nov 22nd 2011 8:17PM Yoh said

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@J45neoboy
Yeah, realtime, like when NPC's tell you their whole life stories when you brush past them.

Personally I like them the way they are, it's.... interesting.
Different at least.
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Posted: Nov 22nd 2011 8:42PM Tizmah said

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@Yoh I want an "I don't care." button when I walk past NPC's in Skyrim.
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Posted: Nov 22nd 2011 8:59PM Calen said

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@Tizmah I want one in TOR. After seeing some of the streams from that particular room in Hutta...
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Posted: Nov 23rd 2011 5:41AM Tyrang said

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Posted: Nov 22nd 2011 9:14PM (Unverified) said

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Something tells me the same GW2 fanbois that infest every TOR thread deriding the game for looking like a game out of 2005 will hail this as innovative and groundbreaking cinematics, even while the developer flat out admits it was simply a compromised design because they can't get facial animations or art at a level worth zooming in for.

Posted: Nov 22nd 2011 9:39PM Ehra said

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@(Unverified)

"At the time of our initial design meetings, our characters were designed to only look good at standard game-viewing distances, but were not suitable for cinematic close-ups.
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Since those early days, we’ve introduced additional tech that gives us high-resolution heads for specific situations, such as during character creation or cinematics. Chuck Jackman has already discussed the improved animation system that we’ve recently completed as well. What’s interesting is how this process has seen us move from our early ideas of static poses and stylized character rendering to a more lively and realistic portrayal."

The entire point of these recent articles are to tell us about the new cinematic system they've developed; meaning it's not the same as their old system. I don't get how people could manage to miss this.
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Posted: Nov 22nd 2011 9:53PM DevilSei said

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@Ehra
The same reason his only real reason to post on this, which was to try and derail a portion of it and make it about TOR, something he's ironically against in his post.
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Posted: Nov 23rd 2011 9:50AM Dirame said

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@(Unverified)

You got owned dude.
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Posted: Nov 22nd 2011 10:18PM Bhima said

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They look fantastic. Love the style... it harkens back to old SNES RPGs with today's technological advancements. Only thing I would change are the long pauses in-between dialogue. I like what they are doing with these conversations, even if they aren't the biggest focus of the game.

Posted: Nov 23rd 2011 1:05AM (Unverified) said

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I'm looking forward to this game but I can see these getting old fast with just that backdrop. If it used the actual environment you were in it would be much better in my opinion. Regardless, not a fan of this approach to the conversation dialogues.

Posted: Nov 23rd 2011 11:51AM wahahabuh said

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@(Unverified) I believe there are different backdrops depending on the conversation. The reason for not using the actual environment is so that they don't have to render the game world during conversations. Which will improve performance and make sure that even low-end machines can run it smoothly without problems, this is stated in the article
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Posted: Nov 23rd 2011 3:18AM Nish said

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I don't like to think that this post exists just to cover the developers butt in case this is the best that their cutscenes can be, but this blog statement does exist if arena net has to refer to it and limit themselves.

I do hope that the references to backdrop will mean that their art backdrop will be improved. Right now, it's kind of boring. I do hope to see stylistic animated backdrops tailored for the mood, so that there is a reason to actually rewatch cutscenes as other characters. Even if it's just to see leaves twirling by or some event unfolding. There can be other nice ways that cutscenes can be made entertaining to watch.

There have been enough RPGs that existed before 3d cutscenes that got the point across just by having 8-bit sprites jump up and down. Maybe playing with something like that could yield something interesting.

Though I'm not going to expect beautifully tailored faces, there's more to the cutscene than just the face of a character. So here's to hoping that we do see that next step they take.

Posted: Nov 23rd 2011 4:18AM Utakata said

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*Looks at the new talent calculator over at WoW headquarters*

...you know, this is somewhat off topic, but I am wondering what ArenaNet plans to do with its attribute system for GW2? I'm not sure that's really been mentioned before, especially in the context of the newly revised weapons skills mechanics. (I'm sure it's much more...um...evolved than the talent system Blizz has planned for MoP though.)

Also, is there an official forums for GW2 where I can ask this stuff? It save's me from badgering you folks over here these pestering questions.

And yes, having the cinematic conversations like that is much better than having it blurted in your face.

Posted: Nov 23rd 2011 4:45AM Mikx said

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@Utakata

There aren't exactly official forums for general gameplay info. The fan forum guildwars2guru.com is the best you'll get.

The gw2 attributes aren't analogous to Pandaria's talents. GW2 doesn't even have a traditional talent tree as far as I'm aware of, but then, WoW won't have one either. GW2's utility skills and traits are similar to Pandaria talents, I wouldn't be surprised if Blizz took some inspiration from arenanet on that one (or Pandaria's scenerio system for that matter).
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Posted: Nov 23rd 2011 12:05PM Utakata said

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@Mikx

Ahhh...well, thanks for explaining that to me. :)
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Posted: Nov 23rd 2011 12:07PM (Unverified) said

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@Mikx which actually brings up a interesting point, sure GW2 is innovating in a lot of different areas but with there being no release date in sight, one is left to wonder how much unique innovation they might still have...
All in all what I'm trying to say is, come on give us a release date already :P
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Posted: Nov 23rd 2011 6:10AM Graill440 said

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Not a fan of this solution and it appears i would agree with a couple folks here in that the blog is a "cover your butt piece".

The style/type of diologue is the same alot of the sega and very old nintendo rpg's had for quest conversations, anyone old enough *cough*, can see that.

Time constraints? Budget, antiticipation planning? Why they went this route? Only the person that made this choice knows the full reasoning.

Posted: Nov 23rd 2011 11:56AM wahahabuh said

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@Graill440 cover their butts? They pretty much said "one of the reasons we did this is for budget reasons" sounds pretty honest to me. Budget is always important to consider when doing anything.
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Posted: Nov 23rd 2011 6:19AM Solude said

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Said it in guild forum, saying it here. After playing SWTOR, the lines spoken here and the pacing are terrible. Its like watching a middle school play :(

GW2 gameplay is awesome, this not so much ;)

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