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Cinematic flourishes DO help

Suggestions for what Wasteland 2 should or could include.

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Re: Cinematic flourishes DO help

Postby TheEmissary » March 25th, 2012, 10:55 am

I think in-engine scripted sequences might be better than a cut scene as it still leaves the player in control. Machinima has pretty much matured to the point where you can do a lot of the same things that you used to use a cut scene for.
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Re: Cinematic flourishes DO help

Postby Celtic927 » March 25th, 2012, 10:59 am

I understand what you mean, but I think the ending cutting scene or slide show has become a staple of the genre. Its hard to get away from if you want to show a player the long term effects of his/her actions
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Re: Cinematic flourishes DO help

Postby Gabriel77Dan » March 25th, 2012, 4:45 pm

Making a slide-show ala Fallout endings wouldn't be that expensive so that could work.
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Re: Cinematic flourishes DO help

Postby Mort2 » March 25th, 2012, 5:39 pm

TheEmissary wrote:I think in-engine scripted sequences might be better than a cut scene as it still leaves the player in control. Machinima has pretty much matured to the point where you can do a lot of the same things that you used to use a cut scene for.

I think that the same can be said about what can easily be achieved with current video editing software, working with amateur tools I recently madea video for my wife, which is at least as impressive as the example before, though my voice over was... lets just say I am no voice actor.
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Re: Cinematic flourishes DO help

Postby gool » March 26th, 2012, 8:20 am

Mort2 wrote:I think that the same can be said about what can easily be achieved with current video editing software, working with amateur tools I recently madea video for my wife, which is at least as impressive as the example before, though my voice over was... lets just say I am no voice actor.


The issue is that going out-of-engine breaks the flow of gameplay. Obviously this isn't as much of an issue for intro/end cutscenes, but anything in-game has to ACTUALLY be in-game. If I'm abruptly treated to amateur video work of the kind in the Kickstarter vid, I will be writing some very angry letters to Mr. Fargo.

(p.s. have we had a voice acting thread (I'm sure we've had a voice-acting thread)? No voice acting.)
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Re: Cinematic flourishes DO help

Postby Drool » March 26th, 2012, 8:56 pm

gool wrote: but anything in-game has to ACTUALLY be in-game.

I think the original Fallout had a brief cutscene when you first come upon the Master's Cathedral, or at the very least when you detonated it. I thought that worked out okay, but there's no need for fifty of the damn things every time you walk into a new town.

And it really doesn't need to be like some Metal Gear Solid games where it seems to be more cut scene than game.
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Re: Cinematic flourishes DO help

Postby mrpoochpants » March 26th, 2012, 10:32 pm

im down for limited cutscenes, very limited, but it might be neat to have some perhaps drawn or animated scenes when you enter a town so you can get an idea of what the town is suppose to look like, not just what its rendered as...
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Re: Cinematic flourishes DO help

Postby colonel74 » March 26th, 2012, 11:43 pm

I think cinematics help set the mood. I would like to see something like Arcanum where you had an opening movie, ending slideshow and one of two cinematics inbetween. I really enjoyed Arcanum and fallouts cinematics.
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Re: Cinematic flourishes DO help

Postby TheSpiceMustFlow » March 27th, 2012, 4:56 am

I think in one of the interviews Brian Fargo stated that they are not doing animated cutscenes but they intend to exploit Andree Wallin as much as they can so they are going to do slideshow with a narrative. I'm all for this idea.
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