08-04-2005, 12:09 AM | #1 |
capsized.
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Quantic Dream interview
Thank you for the nice interview! I didn't know that de Foundamiere was with ugh, Arxel Tribe. So he actually worked on the awful Hitchcock and Casanova games? Interesting, indeed.
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08-04-2005, 03:12 AM | #2 |
kamikaze hummingbirds
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Why dont you do a developer chat?
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08-04-2005, 05:02 AM | #3 |
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Nice interview, but how come nobody asked whether the cutscenes are skippable? When are designers going to realize that putting players through the horror of watching the same cutscene over and over again is ...
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08-04-2005, 05:05 AM | #4 |
Dungeon Master
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The interview was conducted during the E3, long before we all have played the demo. Also, Jackal said in the other thread that making cutscenes unskippable was not completely moronic on developers' part, as many of them are actually interactive.
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08-04-2005, 05:27 AM | #5 |
Squeaky
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Thanks, Laura and Emily! That really was a top interview . Kudos to you both.
Sounds like the game had a really positive development process. Think I'd better start warming up the gamepad |
08-04-2005, 06:23 AM | #6 |
Rattenmonster
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Glad everyone enjoyed it. As has been mentioned, this was the end of a looong first day at E3, and long before we knew to ask about skippable cutscenes. We conducted the interview inside this swanky private room where Atari was holding a party. I tried to take pictures but the camera was set for nighttime and so no flash, and they came out all fuzzy. (This actually continued for the entirety of E3, because I'm an idiot. )
Incidentally, Christina and Berian (AGA) were there representing AG as well, but apparently Laura and I were the loudmouths. The most interesting part for me was hearing how much they enjoyed working with Atari. It sounded like Atari stepped back where it mattered and really let them do what they wanted to do. After having their first publisher deal fall through, that was probably really encouraging. |
08-04-2005, 06:31 AM | #7 | |
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08-04-2005, 06:37 AM | #8 | |
Dungeon Master
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And, as I forgot to say it before, great interview, guys. Quantic Dream fellows strike me as the developers who genuinely have a vision.
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08-04-2005, 06:43 AM | #9 | |
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I agree with you that not having skippable scenes is a nuisance. And I never said the decision wasn't moronic ( ); just that there was a reason behind it. Anyway, if we're going to continue this topic, let's resume in the other thread. |
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08-04-2005, 07:02 AM | #10 |
OB
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It's easy enough to get around...make the non-interactive cutscenes skippable. That's easy enough to implement via a check in code. It would take about 5 minutes to put in place.
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08-04-2005, 07:57 AM | #11 |
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Doesn't it depend on how much background loading is being handled, though? Or how they've scripted the movements of characters given that the cutscenes are in-engine?
I always assumed that the reason for non-skippable custcenes were the logistical problems of instantly repositioning chracters and such. |
08-04-2005, 08:22 AM | #12 | |||
Bearly Here
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and it was the highlight of the show to me. Great guys to talk with. |
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08-04-2005, 08:23 AM | #13 | |
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Orange Brat, RLacey |
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08-04-2005, 08:26 AM | #14 | |
Rattenmonster
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About the swanky room, it was a little lame that all they had at the bar was bottled water, but the bottles had Atari labels on them, which made it marginally better. Then I left mine behind, which made it marginally worse again. |
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08-04-2005, 08:28 AM | #15 | |
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Eep.
Um, moving back to the topic... Quote:
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08-04-2005, 11:57 AM | #16 |
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It's mocap though, not animation.
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