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Animated character faces in conversations

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Animated character faces in conversations

Postby bobby » April 16th, 2012, 3:30 pm

I'm really questioning if its a good idea to try showing the faces of characters moving while they're talking in the game. While facial animations are getting better all the time, I'm still not sure if they're good enough. What I mean is that having facial animations I think can actually be a minus compared to just staying in isometric view during conversations and having still picture portraits of the characters that are talking. I think in many games when you see the characters faces animated while they're talking trying to make facial expressions and so on, it takes away from their believability, because the animations are still not good enough, and it just makes it clear to the player that the character is a robot.

People have a lot of imagination. If there are no facial animations, people can make up for it with their imagination. Just look at books. There are really cool and interesting characters in books, which feel real and alive, and they don't even have voices (assuming the game will have some voice acting), let alone facial animations. So I don't think anything essential is lost in omitting animated faces in conversations, at least nothing which can't be made up for with good writing and voice-acting.

I'm not suggesting having animated bodies with stiff faces, if anyone got that impression. I'm suggesting you should stay in top down isometric view during conversations and just show the character portraits. (I like how it was done in Baldur's Gate)
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Re: Animated character faces in conversations

Postby TΛPETRVE » April 16th, 2012, 3:41 pm

What's wrong with hand-drawn animated portraits? Hell, maybe even comic book style. That way, there's less need for perfect lip synching, and it allows for a range of both subtle and not-so-subtle facial expressions without diving straight into uncanny valley. Actually - a slight adventure comic book vibe in the veins of Xenozoic Tales (a.k.a. Cadillacs and Dinosaurs), that's exactly what I personally would like to see incorporated in one way or another.
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Re: Animated character faces in conversations

Postby Keaton » April 16th, 2012, 3:50 pm

I still fondly remember the talking heads in Fallout 1&2. :)

edit: Where the heck am I supposed to put that "fondly"? :?
Your language is confusing!
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Re: Animated character faces in conversations

Postby billt568 » April 16th, 2012, 8:36 pm

TΛPETRVE wrote:What's wrong with hand-drawn animated portraits? Hell, maybe even comic book style. That way, there's less need for perfect lip synching, and it allows for a range of both subtle and not-so-subtle facial expressions without diving straight into uncanny valley. Actually - a slight adventure comic book vibe in the veins of Xenozoic Tales (a.k.a. Cadillacs and Dinosaurs), that's exactly what I personally would like to see incorporated in one way or another.


+1, should be nicely painted faces, alternately have it like the Doom Marine with ridiculous injury skins (and bandages and scars like in Crusader Kings 2)
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Re: Animated character faces in conversations

Postby stonetoes » April 16th, 2012, 10:06 pm

I agree with the OP, even with AAA budgets facial animations and expressions are rarely convincing.

TΛPETRVE wrote:What's wrong with hand-drawn animated portraits? Hell, maybe even comic book style. That way, there's less need for perfect lip synching, and it allows for a range of both subtle and not-so-subtle facial expressions without diving straight into uncanny valley. Actually - a slight adventure comic book vibe in the veins of Xenozoic Tales (a.k.a. Cadillacs and Dinosaurs), that's exactly what I personally would like to see incorporated in one way or another.


I think this depends on how many NPCs you have, and how many converations for each. One problem I've seen with this approach is that sometimes the depicted expressions don't fit the dialogue at all. There's only a limited number of portraits per character, so they end up getting reused, leading to some strange combinations.

Unless you're talking about having individual expressions created for every conversation, which I would really oppose because it limits what the writers can do. For example if they want to do some subtle tweaking to dialogue this can change the tone of an NPC dramatically, and suddenly their expression changes from "reserved" to "depressed", but the portrait no longer fits.
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Re: Animated character faces in conversations

Postby Drool » April 16th, 2012, 10:58 pm

stonetoes wrote:I agree with the OP, even with AAA budgets facial animations and expressions are rarely convincing.

The Uncanny Valley rains upon the just and the unjust alike.
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Re: Animated character faces in conversations

Postby Tesla » May 17th, 2012, 8:22 pm

I loved the animations of the encounters in Wasteland. Even though the graphics were primitive, they were still gory and awesome!

I for one can't stand watching characters sway back and forth, opening their mouths or fidgeting in a never ending cycle of socially awkward uncanny valley-ness. It's just disturbing. I'd rather have the simple hand-drawn animated gifs than that. They just looked cool.
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Re: Animated character faces in conversations

Postby Zombra » May 17th, 2012, 10:09 pm

Image Hi, I am a dwarf and I don't care about realistic mouth movements. To me, Wasteland's giflike nature was one of its greatest charms. I will be sad if I see still images in Wasteland 2, but please do not try too hard to make the animations hyper-realistic. If the mouth opens and closes more or less at the same time the sounds are coming out (if there is even sound for most dialogue), that's plenty.

Image Hello, I am a talking tiger man and I just want to take a moment to agree with the dwarf above.
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Re: Animated character faces in conversations

Postby Lucius » May 18th, 2012, 4:58 am

The only thing I'd say on this subject is, don't attempt lip synching if it's not up to current standards found in AAA titles of the past 2 years. An animated avatar that doesn't attempt to lip synch is fine.
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Re: Animated character faces in conversations

Postby AgentTate » May 18th, 2012, 7:04 am

Zombra wrote:Image Hi, I am a dwarf and I don't care about realistic mouth movements. To me, Wasteland's giflike nature was one of its greatest charms. I will be sad if I see still images in Wasteland 2, but please do not try too hard to make the animations hyper-realistic. If the mouth opens and closes more or less at the same time the sounds are coming out (if there is even sound for most dialogue), that's plenty.

Image Hello, I am a talking tiger man and I just want to take a moment to agree with the dwarf above.


Hello, I am a skeleton and the worms on my face agree with this post.
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Re: Animated character faces in conversations

Postby tuluse » May 18th, 2012, 8:23 am

I really liked the talking heads in Fallout 1/2. I wouldn't mind animated portraits, they have a certain charm to them.

Since we know the game is going to be in Unity, I wonder if this changes anything.
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Re: Animated character faces in conversations

Postby AgentTate » May 18th, 2012, 9:36 am

tuluse wrote:Since we know the game is going to be in Unity, I wonder if this changes anything.


It certainly allows for whatever inXile decides, be it 3d talking heads or animated .gifs for text.
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Re: Animated character faces in conversations

Postby Drool » May 18th, 2012, 9:08 pm

AgentTate wrote:
Zombra wrote:Image Hi, I am a dwarf and I don't care about realistic mouth movements. To me, Wasteland's giflike nature was one of its greatest charms. I will be sad if I see still images in Wasteland 2, but please do not try too hard to make the animations hyper-realistic. If the mouth opens and closes more or less at the same time the sounds are coming out (if there is even sound for most dialogue), that's plenty.

Image Hello, I am a talking tiger man and I just want to take a moment to agree with the dwarf above.
Hello, I am a skeleton and the worms on my face agree with this post.

Hello, I look like I'm made from ground beef and God only knows what I'm trying to say, but I agree as well.
Alwa nasci korliri das.
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Re: Animated character faces in conversations

Postby Daviddek » May 18th, 2012, 11:58 pm

I think they give the game a certain feel.
And I sure loved the animated heads in Fallout 1&2
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Re: Animated character faces in conversations

Postby Zombra » May 19th, 2012, 1:01 am

Drool wrote:
AgentTate wrote:Hello, I am a skeleton and the worms on my face agree with this post.

Hello, I look like I'm made from ground beef and God only knows what I'm trying to say, but I agree as well.

I can't stop laughing. :lol:
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Re: Animated character faces in conversations

Postby TΛPETRVE » May 19th, 2012, 3:10 am

My name is Cesare, I'm a famous silent movie character, and although I'm currently stuck in a freeze frame, I'm all with you.
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Re: Animated character faces in conversations

Postby AgentTate » May 19th, 2012, 6:47 am

Drool wrote:
AgentTate wrote:
Zombra wrote:Image Hi, I am a dwarf and I don't care about realistic mouth movements. To me, Wasteland's giflike nature was one of its greatest charms. I will be sad if I see still images in Wasteland 2, but please do not try too hard to make the animations hyper-realistic. If the mouth opens and closes more or less at the same time the sounds are coming out (if there is even sound for most dialogue), that's plenty.

Image Hello, I am a talking tiger man and I just want to take a moment to agree with the dwarf above.
Hello, I am a skeleton and the worms on my face agree with this post.

Hello, I look like I'm made from ground beef and God only knows what I'm trying to say, but I agree as well.


"BAAAAND-AAAAAAIDS"
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Re: Animated character faces in conversations

Postby ButchinMelancholy » May 19th, 2012, 5:15 pm

Talking heads in Fallout were awesome, and that would be a really nice betterment to also add some for the special characters in Wasteland 2. In fact, I found that it gave a really appreciable and stylish break to the isometric ever distant experience and made some truly memorable characters.
It should be there in my opinion, but not more than for a few special characters, and stylized of course. I would also like animated artworks I presume.
What will change the world in the first place is not what we will do, but what we will refuse to do yet...
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Re: Animated character faces in conversations

Postby Woolfe » May 19th, 2012, 11:46 pm

Drool wrote:
AgentTate wrote:
Zombra wrote:Image Hi, I am a dwarf and I don't care about realistic mouth movements. To me, Wasteland's giflike nature was one of its greatest charms. I will be sad if I see still images in Wasteland 2, but please do not try too hard to make the animations hyper-realistic. If the mouth opens and closes more or less at the same time the sounds are coming out (if there is even sound for most dialogue), that's plenty.

Image Hello, I am a talking tiger man and I just want to take a moment to agree with the dwarf above.
Hello, I am a skeleton and the worms on my face agree with this post.

Hello, I look like I'm made from ground beef and God only knows what I'm trying to say, but I agree as well.


I'll throw down as an agree as well... even tho I don't have a funky animated gif to comment on :cry: :cry:
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Re: Animated character faces in conversations

Postby Zombra » May 20th, 2012, 1:24 am

Image Hi, I am a kangaroo drawn by KatieKat86 and I am just here to make Woolfe feel a little more at home maybe.
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