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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by AlleluiaElizabeth on Aug 2, 2017 2:58:10 GMT
Luke Ferch @ferchluke@biomarkdarrah How about a Character Creator linked to the DA Keep, so we can customize and upload our old heroes? Mark Darrah @biomarkdarrah No current plans but I have thought about this. There are some tech issues but they would be resolvable *cries a little on the inside* Do iiiit!
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
Prime Posts: 18,258
Prime Likes: 65,767
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More coffee...? More coffee.
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Hrungr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Nightscrawl on Aug 2, 2017 5:43:25 GMT
I would much rather keep getting the kinds of involved cinematics we have, especially for romance scenes, if that means sacrificing body types. If Dorian puts his hand on my human Inquisitor's waist, that's because the animator knows where the waist is on a human male because the height and weight are fixed. While it's admittedly an extreme example due to the unique size, John Epler had to put in a lot of extra work to make Iron Bull compatible with all race and gender combinations. And that was without custom bodies and knowing where things would be for each of those fixed options. In the DA2 days, he told an anecdote about working with just male/female animations and the differences caused by the gender swap. In that example, there was a scene in Mark of the Assassin where Hawke swats at a bee on his/her arm. He had to keep working on the female animation because she kept clipping into her arm. That was with the same race, but different genders with fixed bodies, to say nothing of potential headaches with custom bodies. Serious question, because my gaming experience is so limited: can anyone point to a game or games with custom bodies where there are involved animations, including interactive animations between models (like romance scenes)? Skyrim has a weight slider, but there aren't involved person-to-person animations in that game, outside of limited mod things.
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Pokemario
N3
First of the Dalish
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
XBL Gamertag: Pokemario
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by Pokemario on Aug 2, 2017 7:46:56 GMT
I wouldn't be opposed to there being no body slider if elves weren't so... Thin. They look very unhealthy in DAI. What's funny is that Solas and Sera look much better than Male/Female Lavellan, and that's probably because they have different body models than the Elf Inquisitor's.
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Trouble-shooting Space Diva
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Origin: melbella
Prime Posts: 2186
Prime Likes: 5778
Posts: 8,427 Likes: 26,162
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by melbella on Aug 2, 2017 12:43:59 GMT
I wouldn't be opposed to there being no body slider if elves weren't so... Thin. They look very unhealthy in DAI. What's funny is that Solas and Sera look much better than Male/Female Lavellan, and that's probably because they have different body models than the Elf Inquisitor's. Solas looks fine until you put him in certain armors....then it's MY EYES! MY EYES!!
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Post by Rascoth on Aug 2, 2017 12:53:18 GMT
I wouldn't be opposed to there being no body slider if elves weren't so... Thin. They look very unhealthy in DAI. What's funny is that Solas and Sera look much better than Male/Female Lavellan, and that's probably because they have different body models than the Elf Inquisitor's. Solas looks fine until you put him in certain armors....then it's MY EYES! MY EYES!! Ah, yes. Certain armors.
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Post by PapaCharlie9 on Aug 2, 2017 15:04:07 GMT
The eyelashes comparison is on point, though. Maybe that was the wrong thing to pick, but the larger point is, if it's a cost trade-off, there's other stuff fans would rather give up than a little body diversity. I'm not saying fifteen degrees of freedom, like Arnold Schwarzenegger to Danny DeVito, or even The Iron Bull to Cadash, but a couple of additional degrees would make a huge difference to immersion, identification (if it's the player character) and visual interest. And we have existence proofs where body size variability is made in an animation rigging-neutral way, like for Saints Row The Third. The skinny/fat/strong triangle used the same skeleton, just varied the model over those dimensions. High cost in and of itself isn't a showstopper. Hell, having both 4k and 2k textures for everything, or physically-based volumetric rendering, are high cost too, but games manage to deliver those. And then the people with low-end rigs who can't even appreciate the 4k textures or volumetric rendering end up with a trade-off they didn't want and can't benefit from anyway.
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Post by Nightscrawl on Aug 2, 2017 15:49:53 GMT
The eyelashes comparison is on point, though. Maybe that was the wrong thing to pick, but the larger point is, if it's a cost trade-off, there's other stuff fans would rather give up than a little body diversity. I'm not saying fifteen degrees of freedom, like Arnold Schwarzenegger to Danny DeVito, or even The Iron Bull to Cadash, but a couple of additional degrees would make a huge difference to immersion, identification (if it's the player character) and visual interest. And we have existence proofs where body size variability is made in an animation rigging-neutral way, like for Saints Row The Third. The skinny/fat/strong triangle used the same skeleton, just varied the model over those dimensions. High cost in and of itself isn't a showstopper. Hell, having both 4k and 2k textures for everything, or physically-based volumetric rendering, are high cost too, but games manage to deliver those. And then the people with low-end rigs who can't even appreciate the 4k textures or volumetric rendering end up with a trade-off they didn't want and can't benefit from anyway. But the post doesn't talk about cost, it talks about time and effort. There are still going to be limited people who can do this work on any given team, and do it well so you avoid MEA-type animation issues. The more time and effort that person has to spend on working out the animations for one thing means less time for something else. (I'm NOT saying this is the case, but a hypothetical scenario.) What if John Epler spending all of that extra time on Iron Bull meant that Cullen was race and gender gated? There are a lot of people that would have wanted a bi Cullen, or even to romance him with a dwarf or qunari. Everyone is going to have their own level of acceptable sacrifice. Saying "I'd sacrifice THIS if it means I can have THAT" means absolutely nothing, because you don't know that the thing you're wiling to lose is what would get cut. Even my own post above about interactive animations means nothing. What is important to one player is not to another. The devs and leads ultimately have to decide what is best for the game as a whole. Considering that they've had three games now with fixed bodies, adding customization for that doesn't seem high on the priority list. This goes for children models as well. I don't care at all that there were no children in DAI, but other players thought it seemed weird. That's just how things are with player perception.
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Post by lilyenachaos on Aug 2, 2017 16:03:12 GMT
I really don't care to have body sliders, so I would think giving something else up to get them would be a bad deal. They offered us a choice of 4 different races to play, people want body sliders on top of that?? Never going to happen. Maybe if they went the DA2 route and only allowed you to play as a human, you could get some body size choices in there. SWTOR offers different body size choices, and from what I've seen they all work well in cutscenes/animations. I have no idea how that would translate into other games though, and it's on a totally different engine.
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No 1 bunny giffer
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by QuizzyBunny on Aug 2, 2017 16:46:43 GMT
To be honest, I think they shouldn't have more than three races - I had a lot of fun playing the four we got in DAI, but I did feel that it made it hard for them to create content unique for each race. I have a preference for elves, but if they had to go to make a better/more cohesive story... so be it. I think I would personally most like if they returned to the same available races they had in DAO, although at the same time I would feel bad for the players who loved playing qunari and only got the chance once...
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Post by Nightscrawl on Aug 2, 2017 17:05:59 GMT
To be honest, I think they shouldn't have more than three races - I had a lot of fun playing the four we got in DAI, but I did feel that it made it hard for them to create content unique for each race. I have a preference for elves, but if they had to go to make a better/more cohesive story... so be it. I think I would personally most like if they returned to the same available races they had in DAO, although at the same time I would feel bad for the players who loved playing qunari and only got the chance once... DAI's problem with races was that they were added as a result of that extra year of development time. If the game is built with them from the beginning I don't think there would be much of a problem. Also, people just have a mental block when it comes to the role of Inquisitor and comparing it with the Warden. In DAI, just as in DAO, the Inquisitor transcends race. People believe you are the Herald of Andraste, regardless of whether you refute them and regardless of whatever race you refute them with, even human. DAO seems like it had more racial content because of the origins themselves, and also because there were some unique dialogues when Wardens of whatever origin "went home," as it were, and did that quest hub -- dwarves going to Orzammar and getting unique dialogue. Aside from those things, the game plays the same, regardless of your origin because being a Warden transcends that. It's the same with the Inquisitor, only DAI had no origins to flesh out that racial content. For DA4, I think the better compromise would be to have just two choices, human and elf, since those are the primary races in Tevinter. It still offers limited choice to the player, but also can enable the devs to have more tailored racial content within those limited choices than might be possible with a wider selection. They could have an entire branching path relating to Solas if you choose to play an elf, but I don't see that as an option if they have to divide resources for all four races. (I don't even play elves, so I'm suggesting content that I won't even see; it doesn't benefit me.)
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Post by ladyiolanthe on Aug 2, 2017 17:27:36 GMT
^ So I have never played a dwarf in Dragon Age, but I think that with the stuff that was set up in DAI, leaving dwarves out of DA4 would be very unlikely. I think the dwarves and their history may have a big role to play in the future. Not to mention that Tevinter has a huge amount of trade with the dwarves, so I have trouble seeing how they couldn't be considered as important a race as elves and humans there.
Same goes for Qunari, if you really think about it - Tevinter has been at war with the Qunari for centuries. Like it or not, that has certainly helped shape the Tevinter of today.
Anyway, I don't think it's fair to say that humans and elves are the primary races in Tevinter.
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Post by arvaarad on Aug 2, 2017 17:34:38 GMT
To be honest, I think they shouldn't have more than three races - I had a lot of fun playing the four we got in DAI, but I did feel that it made it hard for them to create content unique for each race. I have a preference for elves, but if they had to go to make a better/more cohesive story... so be it. I think I would personally most like if they returned to the same available races they had in DAO, although at the same time I would feel bad for the players who loved playing qunari and only got the chance once... DAI's problem with races was that they were added as a result of that extra year of development time. If the game is built with them from the beginning I don't think there would be much of a problem. Also, people just have a mental block when it comes to the role of Inquisitor and comparing it with the Warden. In DAI, just as in DAO, the Inquisitor transcends race. People believe you are the Herald of Andraste, regardless of whether you refute them and regardless of whatever race you refute them with, even human. DAO seems like it had more racial content because of the origins themselves, and also because there were some unique dialogues when Wardens of whatever origin "went home," as it were, and did that quest hub -- dwarves going to Orzammar and getting unique dialogue. Aside from those things, the game plays the same, regardless of your origin because being a Warden transcends that. It's the same with the Inquisitor, only DAI had no origins to flesh out that racial content. For DA4, I think the better compromise would be to have just two choices, human and elf, since those are the primary races in Tevinter. It still offers limited choice to the player, but also can enable the devs to have more tailored racial content within those limited choices than might be possible with a wider selection. They could have an entire branching path relating to Solas if you choose to play an elf, but I don't see that as an option if they have to divide resources for all four races. (I don't even play elves, so I'm suggesting content that I won't even see; it doesn't benefit me.) I'd be kind of bummed out to be in Tevinter without being able to play as a (lowercase Q) qunari. And for dwarf players, dwarves have a unique relationship with the magisterium that's not present with other non-dwarf cultures. I think a lot of fuss gets made about the amount of unique content for non-humans. A fuss that isn't necessarily shared by people who actually play them. I can generate unique content in my head to pad out the scenes that are shown on screen. And even something very gamey and numeric, like the court approval penalties, adds flavor. I know that if I play a qunari or elf inquisitor, I'll have to spend more time sucking up to the Orlesians and make less mistakes. That's remarkably true to the experience of real-world marginalized groups. It's rarely about someone being overtly prejudiced, and more about having a subtly harder time in hundreds of small interactions. In places where humans are favored, they simply can get away with a wider range of behavior without being perceived as rude or uncultured.
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Post by Nightscrawl on Aug 2, 2017 17:56:54 GMT
^ So I have never played a dwarf in Dragon Age, but I think that with the stuff that was set up in DAI, leaving dwarves out of DA4 would be very unlikely. I think the dwarves and their history may have a big role to play in the future. Not to mention that Tevinter has a huge amount of trade with the dwarves, so I have trouble seeing how they couldn't be considered as important a race as elves and humans there. Same goes for Qunari, if you really think about it - Tevinter has been at war with the Qunari for centuries. Like it or not, that has certainly helped shape the Tevinter of today. Anyway, I don't think it's fair to say that humans and elves are the primary races in Tevinter. I was speaking in sheer numbers, which is accurate. It still doesn't take away from my point that a more limited selection still gives players choice, while possibly allowing for more depth. I'd be kind of bummed out to be in Tevinter without being able to play as a (lowercase Q) qunari. And for dwarf players, dwarves have a unique relationship with the magisterium that's not present with other non-dwarf cultures. I think a lot of fuss gets made about the amount of unique content for non-humans. A fuss that isn't necessarily shared by people who actually play them. I can generate unique content in my head to pad out the scenes that are shown on screen. I agree, but that's cheap coming from me, since I prefer to play human. That is why I called my suggestion a "compromise." They're not going to do away with human; that is highly unlikely (although still a remote possibility, I suppose). So really, the only thing to determine is the fate of the other three races. Your remark about generating content in your head applies to me with origins. I loved the way that DAI was done with dropping the character right into the game with just a blurb of a background. It is my favorite method of all three games. I get to decide my character's life, whether he had a good relationship with his family, why he never went off to become a templar as is the Trevelyan tradition, and many other things. But other players want that origin to build off of. Different people want different things. They're not going to make everyone happy. If they do as I suggest with humans and elves, it might mean a more involved origin-type of story for the PC, depending on which race you choose. As I stated, I don't want an origin to dictate my character's life experiences, so I likely won't be happy with that path, even if I get to play as my preferred race.
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Post by PapaCharlie9 on Aug 2, 2017 19:21:58 GMT
The eyelashes comparison is on point, though. Maybe that was the wrong thing to pick, but the larger point is, if it's a cost trade-off, there's other stuff fans would rather give up than a little body diversity. I'm not saying fifteen degrees of freedom, like Arnold Schwarzenegger to Danny DeVito, or even The Iron Bull to Cadash, but a couple of additional degrees would make a huge difference to immersion, identification (if it's the player character) and visual interest. And we have existence proofs where body size variability is made in an animation rigging-neutral way, like for Saints Row The Third. The skinny/fat/strong triangle used the same skeleton, just varied the model over those dimensions. High cost in and of itself isn't a showstopper. Hell, having both 4k and 2k textures for everything, or physically-based volumetric rendering, are high cost too, but games manage to deliver those. And then the people with low-end rigs who can't even appreciate the 4k textures or volumetric rendering end up with a trade-off they didn't want and can't benefit from anyway. But the post doesn't talk about cost, it talks about time and effort. Cost is time and effort. That's what I meant by cost. That's what I meant by trade-offs. So far, we're in perfect agreement. Of course. But does that mean fans should have no influence on trade-offs? Other than buy/don't buy the game? What it seems like you are saying is that, because their is a risk that something you like might get removed in a trade-off, best not to let fans influence trade offs at all. But I don't see how putting your trust in the devs, and playtesters -- who probably have more influence than you'd be comfortable with -- is any better a situation. Stuff you like may still get axed. So since you run that risk either way, why not have the channel open to the devs?
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N4
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by luketrevelyan on Aug 2, 2017 19:26:51 GMT
I'd personally love body size options, but I doubt it'll happen. As long as there are race options I'm ok. The races each have their own body sizes too so if I'm looking to play a larger/smaller character I may choose the race that best embodies that size. Not that it's ideal, but it's better than nothing.
I keep thinking body sizes options will come with improved technology, but it seems like with every generation we just hear it is too expensive. I'd actually take a downgrade in graphics to get those, but probably most people would disagree.
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Post by PapaCharlie9 on Aug 2, 2017 19:31:09 GMT
They offered us a choice of 4 different races to play, people want body sliders on top of that?? Never going to happen. Probably not, but the larger point is that just because the cost of adding some new feature is high shouldn't automatically mean it shouldn't even be considered. Do the devs even know what the fandom's interest level is? I mean better hair isn't cheap either, but they heard us loud and clear about that needing improvement.
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Post by Rascoth on Aug 2, 2017 19:52:51 GMT
Tbh, I would take customizable overall complexion over body size any day. It still bothers me to no end that when incredibly freckled complexion is chosen, it's only face that's affected. Would love to choose if my character has, let's say, freckled shoulders as well, especially since some armors show more skin.
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midnight tea
Twitter Guru
gateway beverage
Posts: 8,337 Likes: 20,664
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Post by midnight tea on Aug 2, 2017 21:21:48 GMT
They offered us a choice of 4 different races to play, people want body sliders on top of that?? Never going to happen. Probably not, but the larger point is that just because the cost of adding some new feature is high shouldn't automatically mean it shouldn't even be considered. Do the devs even know what the fandom's interest level is? I mean better hair isn't cheap either, but they heard us loud and clear about that needing improvement. Yea, but hair ain't affecting animation as much as body differences (same with textures you've mentioned earlier) and hairstyle in general is more visible than differences in body builds hidden under clothes and armors most of the time. Also - I think it maybe too much of an assumption to say that body sliders haven't even been considered. But it's likely one of the first things that is being cut. Personally, I'd like body sliders, but I'm not demanding them. I'd be happier with, say, more armor variety. And for it to be tintable from the start.
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Hrungr
Twitter Guru
ღ N-Special
More coffee...? More coffee.
Staff Mini-Profile Theme: Hrungr
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
Prime Posts: 18,258
Prime Likes: 65,767
Posts: 31,162 Likes: 113,881
inherit
ღ N-Special
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113,881
Hrungr
More coffee...? More coffee.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Hrungr on Aug 3, 2017 2:18:55 GMT
While body sliders would be nice, I'd rather have that effort go towards creating children NPCs or new monsters with new animations.
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Post by AlleluiaElizabeth on Aug 3, 2017 2:56:23 GMT
The eyelashes comparison is on point, though. Maybe that was the wrong thing to pick, but the larger point is, if it's a cost trade-off, there's other stuff fans would rather give up than a little body diversity. I'm not saying fifteen degrees of freedom, like Arnold Schwarzenegger to Danny DeVito, or even The Iron Bull to Cadash, but a couple of additional degrees would make a huge difference to immersion, identification (if it's the player character) and visual interest. And we have existence proofs where body size variability is made in an animation rigging-neutral way, like for Saints Row The Third. The skinny/fat/strong triangle used the same skeleton, just varied the model over those dimensions. High cost in and of itself isn't a showstopper. Hell, having both 4k and 2k textures for everything, or physically-based volumetric rendering, are high cost too, but games manage to deliver those. And then the people with low-end rigs who can't even appreciate the 4k textures or volumetric rendering end up with a trade-off they didn't want and can't benefit from anyway. But the post doesn't talk about cost, it talks about time and effort. There are still going to be limited people who can do this work on any given team, and do it well so you avoid MEA-type animation issues. The more time and effort that person has to spend on working out the animations for one thing means less time for something else. (I'm NOT saying this is the case, but a hypothetical scenario.) What if John Epler spending all of that extra time on Iron Bull meant that Cullen was race and gender gated? There are a lot of people that would have wanted a bi Cullen, or even to romance him with a dwarf or qunari. Everyone is going to have their own level of acceptable sacrifice. Saying "I'd sacrifice THIS if it means I can have THAT" means absolutely nothing, because you don't know that the thing you're wiling to lose is what would get cut. Even my own post above about interactive animations means nothing. What is important to one player is not to another. The devs and leads ultimately have to decide what is best for the game as a whole. Considering that they've had three games now with fixed bodies, adding customization for that doesn't seem high on the priority list. This goes for children models as well. I don't care at all that there were no children in DAI, but other players thought it seemed weird. That's just how things are with player perception. Could just hire more people to do the work, though. That's also an option. Then the time/effort cost doesn't matter so much. As someone pointed out, it takes time and effort, and ultimately money, to make the 4k textures or volumetric stuff that players without the applicable equipment won't even see. Being able to animate to an acceptable degree is only a matter of priority and what they're willing to spend the money on. and creativity can slash the costs like with all the shortcuts/body-type neutral moments the IB romance was developed with to be able to do it. Most of the time the camera angles and body positioning was such that it rendered the actual relative heights of the characters moot. (Or the dwarf got a barrel/box to sit on. lol)
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Post by ladyiolanthe on Aug 3, 2017 4:40:38 GMT
Hiring more people is only an option if you have the budget to do so. Salary/wages are the single largest expense of pretty much every employer out there.
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Hrungr
Twitter Guru
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More coffee...? More coffee.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Hrungr
Prime Posts: 18,258
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Posts: 31,162 Likes: 113,881
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More coffee...? More coffee.
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August 2016
hrungr
Hrungr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Hrungr
18,258
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Post by Hrungr on Aug 3, 2017 5:23:52 GMT
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Jun 17, 2017 17:29:55 GMT
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arvaarad
Dragon Age: Origins, Dragon Age 2, Jade Empire
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Post by arvaarad on Aug 3, 2017 10:50:37 GMT
But the post doesn't talk about cost, it talks about time and effort. There are still going to be limited people who can do this work on any given team, and do it well so you avoid MEA-type animation issues. The more time and effort that person has to spend on working out the animations for one thing means less time for something else. (I'm NOT saying this is the case, but a hypothetical scenario.) What if John Epler spending all of that extra time on Iron Bull meant that Cullen was race and gender gated? There are a lot of people that would have wanted a bi Cullen, or even to romance him with a dwarf or qunari. Everyone is going to have their own level of acceptable sacrifice. Saying "I'd sacrifice THIS if it means I can have THAT" means absolutely nothing, because you don't know that the thing you're wiling to lose is what would get cut. Even my own post above about interactive animations means nothing. What is important to one player is not to another. The devs and leads ultimately have to decide what is best for the game as a whole. Considering that they've had three games now with fixed bodies, adding customization for that doesn't seem high on the priority list. This goes for children models as well. I don't care at all that there were no children in DAI, but other players thought it seemed weird. That's just how things are with player perception. Could just hire more people to do the work, though. That's also an option. Then the time/effort cost doesn't matter so much. As someone pointed out, it takes time and effort, and ultimately money, to make the 4k textures or volumetric stuff that players without the applicable equipment won't even see. Being able to animate to an acceptable degree is only a matter of priority and what they're willing to spend the money on. and creativity can slash the costs like with all the shortcuts/body-type neutral moments the IB romance was developed with to be able to do it. Most of the time the camera angles and body positioning was such that it rendered the actual relative heights of the characters moot. (Or the dwarf got a barrel/box to sit on. lol) Didn't Epler have to work late to get the IB romance cutscenes working? It didn't sound like they were bodytype-neutral, it sounded like most of them had to be painstakingly adjusted by hand. Forget height, Bull has a lot of skin-to-skin (or near skin-to-skin) contact, so small species differences in arm/torso/head width would presumably mean a lot of adjustments. There's no invisible crate trick for holding an arm or giving a hickey without obvious clipping. The skin contact just has to work. Besides, even camera angle cleverness has to be inspected for each species/gender to confirm it's not too obvious and doesn't create other issues for the scene.
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midnight tea
Twitter Guru
gateway beverage
Posts: 8,337 Likes: 20,664
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Post by midnight tea on Aug 3, 2017 12:03:59 GMT
But the post doesn't talk about cost, it talks about time and effort. There are still going to be limited people who can do this work on any given team, and do it well so you avoid MEA-type animation issues. The more time and effort that person has to spend on working out the animations for one thing means less time for something else. (I'm NOT saying this is the case, but a hypothetical scenario.) What if John Epler spending all of that extra time on Iron Bull meant that Cullen was race and gender gated? There are a lot of people that would have wanted a bi Cullen, or even to romance him with a dwarf or qunari.
Everyone is going to have their own level of acceptable sacrifice. Saying "I'd sacrifice THIS if it means I can have THAT" means absolutely nothing, because you don't know that the thing you're wiling to lose is what would get cut. Even my own post above about interactive animations means nothing. What is important to one player is not to another. The devs and leads ultimately have to decide what is best for the game as a whole. Considering that they've had three games now with fixed bodies, adding customization for that doesn't seem high on the priority list.
This goes for children models as well. I don't care at all that there were no children in DAI, but other players thought it seemed weird. That's just how things are with player perception. Could just hire more people to do the work, though. That's also an option. Then the time/effort cost doesn't matter so much. As someone pointed out, it takes time and effort, and ultimately money, to make the 4k textures or volumetric stuff that players without the applicable equipment won't even see. Being able to animate to an acceptable degree is only a matter of priority and what they're willing to spend the money on. and creativity can slash the costs like with all the shortcuts/body-type neutral moments the IB romance was developed with to be able to do it. Most of the time the camera angles and body positioning was such that it rendered the actual relative heights of the characters moot. (Or the dwarf got a barrel/box to sit on. lol) I don't think 4K textures and 'volumetric stuff' can be put in same category as different body sizes. The fact that players without applicable equipment won't even see it doesn't matter in a world where everybody pays so much attention to ultimate version of the game and how it looks (let's not forget that even Witcher 3 got whacked online for some graphic downgrading - a graphic downgrading that lower-end computers wouldn't be able to handle anyhow). I mean, never-mind that this extends the longevity of the title. Soon enough the 'high-end graphics' will be a standard in industry, only to become low-end a few years later. Nobody will be saying 'this game looks so good all those years later' with something as irrelevant to it as body sizes compared to textures everywhere or any other systems that would need to be sacrificed to bring us variety in this regard. Also... please. I beg of you. Don't use the "creativity can slash the costs" argument, because I as a professional graphic artist can only sigh at it. At one point or another there's no overcoming of cost, time and effort that needs to be put in with vaguely-defined 'creativity' - and we're talking about a piece of work that has many moving parts and many other systems and features that need to be considered, properly budgeted and executed. Also, because it's relevant to the point brought here: They need to hire more people then. Five to seven years? There's a saying in project management: you can't hire 9 women to have a baby in 1 month. At a certain point, adding extra people doesn't add any extra speed. The tasks can't be subdivided any further, and the overhead of subdividing them outweighs any benefits from having more people working on them. That goes double if a project is already in progress - for their first few months, new hires are a drain on productivity, because others need to help them get up to speed.
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