07-27-2005, 05:18 PM | #1 | |
merely human
Join Date: Sep 2003
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Finally! FRICKING finally!! (Dreamfall camera improved)
Yes! Someone finally got it, it had to be good ol' Ragnar T.! Even though it had to take him a long time to get it, he got it!
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07-27-2005, 05:51 PM | #2 |
Elegantly copy+pasted
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"Fricking finally"? Isn't this news, like, a month old?
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07-27-2005, 05:51 PM | #3 |
merely human
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Well, it's news to me! But even Marek didn't know about it til a couple days ago.
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07-27-2005, 05:58 PM | #4 |
The Dartmaster
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Yikes.
So I guess it's time for a classic round of "Spending 25 out of 30 hours of gameplay looking at the back of someone's head, instead of their facial expressions and animation." I hope this is actually good. I am already frequently annoyed the free-roaming camera in Mario Sunshine which is a game entirely based around the need to see everything so you can jump on it, so I'm clearly feeling nervous about seeing it in a game that is still at its core (despite fighting and branching paths) a guided gameplay experience. (I'm also apparently clearly more prudish and traditionalist than some would believe.) |
07-27-2005, 06:27 PM | #5 | |
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My opinion is that Splinter Cell has the best camera for third-person 3D and it should be used more often. 3D in Adventure games CAN work.
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07-27-2005, 06:51 PM | #6 | |
The Dartmaster
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07-27-2005, 07:19 PM | #7 | |
Jack Bauer loves you
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WARNING: Facial expressions in mirror are more vacant than they appear.
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07-27-2005, 07:20 PM | #8 | ||
merely human
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Quote:
Quote:
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07-27-2005, 07:27 PM | #9 |
FlipFrame
Join Date: Apr 2005
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Amen.
Best. 3rd Person Camera. EvAr. ^Splinter Cell |
07-27-2005, 07:33 PM | #10 |
merely human
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Now for some reason I'm fuming over Broken Sword 3's stupid camera work.
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07-27-2005, 09:35 PM | #11 | |
Rattenmonster
Join Date: Sep 2003
Location: San Francisco
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Quote:
It's strange to me that they were doing it one way for so long and now they completely scrapped that and are doing it another way instead. Would it have been possible to implement both and let the player choose? Or would that not have worked for some technical reason I don't understand? |
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07-27-2005, 10:22 PM | #12 | |
delusions of adequacy
Join Date: Sep 2003
Location: Melbourne, Australia
Posts: 1,403
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Quote:
As for the gripes about looking at the back of someone's head rather than their face... I certainly don't walk around with a mirror in my hand so I can look at my facial expression while I turn door handles etc. There are cinematic scenes to see facial expressions where its more necessary. Regardless of what camera system is used, if you wanted to see a character's face then they have to be looking in your general direction and that means the object of their focus is off screen... maybe you can tell someone is looking at a door knob by the lilt of their eyebrow or perhaps the graphic engine is so crash hot you can see the refelection in the iris of their eye. I certainly can't, so maybe I should rethink that mirror thing. |
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07-28-2005, 12:42 AM | #13 |
Epinionated.
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Good... they were directing the scripted cameras in an odd, confusing manner anyway. This should go some way with immersing people in the gameworld.
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07-28-2005, 12:50 AM | #14 |
OB
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This is the most disappointing news ever. Scripted cameras are the way to go. Ah well, maybe it'll still be decent, but it just slipped to the bottom of my gotta have it list.
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07-28-2005, 01:24 AM | #15 |
Doctor Watson
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Thank GOD! No more of that Broken Sword 3-esque dumbness.
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07-28-2005, 01:50 AM | #16 |
Dungeon Master
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I haven't played Splinter Cell. Does its camera work like in Gabriel Knight 3? Cause that's how Ragnar's description sounds to me.
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07-28-2005, 02:07 AM | #17 | |
Under pressure.
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Quote:
That game wasn't ready for roaming camera's anyway. You could leave the character and move the camera independently miles and miles away. It broke the suspension of disbelief immediately for me. --Erwin
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07-28-2005, 02:31 AM | #18 | |
Dungeon Master
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How did it break the suspension of disbelief? I can see why to someone it could feel less "immersive" compared to 1st person view, agreed. But since your point-of-view is already outside the character's body, free camera doesn't really change much in that regard, I think. Anyway, my understanding is that in case of Dreamfall the camera will only roam in the character's vicinity, so it shouldn't be a problem.
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07-28-2005, 02:54 AM | #19 |
Epinionated.
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This move will also save them time and money. Directing for animation from a non-interactive viewpoint is already a full-time job, so they'll also be saving money that would go to hiring someone with knowledge of direction.
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07-28-2005, 04:32 AM | #20 | |
Doctor Watson
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Quote:
So **** off you stupid purist traditionalist.
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