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Preview New Witcher trailer and some misc info

Jinxed

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Tags: CD Projekt; Witcher, The

A Witcher dev, Mike, has posted some information about the inner works of the upcoming Polish RPG game, The Witcher. Here's one of of the posts. <blockquote>There is a lot of freedom. You can walk wherever you want and attack whoever you like. But the main plot is driven more like in KOTOR with dozens of cutscenes (nearly 200). So the game combing freedom (and fun of it as it was Fallouts) with a strong non liniear main plot which was rather missed in Morrowind.
<br>
<br>
Cheers,
<br>
<br>
PS we design it for 16+, so content is for mature people in all means (language, brutality, alcohol & drugs like potions, erotic). But don't understand me wrong those things are not overexposed in the game to get an addiotional attention. The world of the witcher was described just like that by the author and this is a part of its flavour.</blockquote> <br<br>I'm not a very big fan of cutscenes in RPG games. In my opinion, developers should really minimize the amount, reducing them to an introduction and an end game cutscene. I hope they make those cutscenes skipable.<br><br>You can read the entire discussion <a href="http://www.thewitcher.com/forum/forum_posts.asp?TID=590&PN=1&get=last
<br>
">here</a>. There is also a trailer that's actually a trailer of the one that will be shown on E3 available for download <a href="http://www.thewitcher.com/e3/thewitcher_e3_trailer.zip">here</a>.<br>Thanks a whole bunch, <b>Przeszkod</b>!
 

Screaming_life

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Jinxed said:
I'm not a very big fan of cutscenes in RPG games. In my opinion, developers should really minimize the amount, reducing them to an introduction and an end game cutscene. I hope they make those cutscenes skipable.!


Why not?
and if the decision has been made to include them why would you want to skip them? (i am of course making the big assumption that they are of some relevance to the plot)
 

FireWolf

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Cut-scenes take you out of control. It is also somewhat jarring. With all this non-linearity they're proposing, then all of a sudden you're out of control, performing actions that might be out of character for your PC. Cut-scenes are extremely difficult to weave into the past actions of your PC when everything you do, do not do, behave, say, kill... Unless those cutscenes don't involve the character directly (events like an earthquake, horde of giant pizzas, etc) I don't see how it fits.

Also... 200 cut-scenes? If they're 30 seconds each that's, what, one and a half hours of scripted events?
 

Screaming_life

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FireWolf said:
Cut-scenes take you out of control. It is also somewhat jarring. With all this non-linearity they're proposing, then all of a sudden you're out of control, performing actions that might be out of character for your PC. Cut-scenes are extremely difficult to weave into the past actions of your PC when everything you do, do not do, behave, say, kill... Unless those cutscenes don't involve the character directly (events like an earthquake, horde of giant pizzas, etc) I don't see how it fits.


yeah, i pretty much agree with you but witcher feels like you're gonna play the role rather than a role. In this case i think cutscenes can help develop depth to your character and likewise the story.
 

MarFish

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Without cutscenes a story is restricted to second hand accounts. Ask yourself what is more immersive - seeing the robber attack the villagers as you arrive or getting the villagers tell you that they just got robbed... Whether or not and how cutscenes take control from the player is a detail, there are many possible ways of presenting a cutscene. What matters is that without scripted sequences, a games story is much harder to tell, an likely much less immersive.
 

LlamaGod

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how about the robber attacking the villagers while you are there

if you need first person and cutscenes to give you immersion, you just suck
 

MarFish

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LlamaGod said:
how about the robber attacking the villagers while you are there

if you need first person and cutscenes to give you immersion, you just suck

Just proves that you didn't read my post. The moment you have a scripted sequence of the robber attacking the village while you there, it's a cutscene.
 

EvoG

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Nope not a cut-scene...thats a scripted sequence, as you stated. There isn't one cut-scene in Half Life 2, as you're experiencing the scripted events in the same perspective as you play in (first person) and the scenes play out AS you're playing, never 'cutting' away, hence the term cut-scene.

Driving up to Smokes house in GTA San An, then having a movie play showing CJ and Smoke talking, walking over to the car is a cut-scene, taking you out of the gameplay to watch a movie.

Either way I'm indifferent on the subject. I like both but do prefer in game scripted sequences (if I had to pick one), as I tend to be the responsible player and pay attention when the sequences are going on, so there's no fear of missing anything that a cut-scene would otherwise ensure you see.
 

MarFish

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Semantics. The teleport sequence is a cutscene as it cuts nicely into the bosses house. stop lying.
 

EvoG

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MarFish said:
stop lying.

Yea okay Volourn...


...whatever you say...apparently you know more than I do, as I only do this for a living. :roll:

If it were semantics, there would be ambiguity between the two choices ( scripted sequence vs. cut-scene), causing need for interpretation. Since there is none, as each is clearly and specifically defined, you're arguing to argue as you simply will not admit to being wrong.

And as for your teleportation example...as per the definition of cut-scene, there is NO CUT, as you walk into the teleporter and experience the sequence seamlessly and first hand.
 

EvoG

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Here read


*snip*

Cut-scenes? Can such non-interactivity be rehabilitated so long after Half-Life? Even now, Metal Gear Solid 3 is arguing ‘no’ with nearly five hours of movie between the player and the game. Is this what ‘cinematic’ should mean? “It really comes down to what you’re trying to achieve,” says Hubbard. “You have to weigh the benefits against the drawbacks. For example, if you put the player in a Higgins boat approaching Omaha Beach, there’s a stronger sense of immersion than you’d get with a non-interactive cut-scene, which is great. But because it’s scripted, you run the risk of players missing key moments if they’re looking in the wrong direction. Also, while it may be exhilarating the first time, it can become tedious if you have to sit through it every time you replay the level. With a cut-scene, you sacrifice some experiential immediacy and interactivity, but you have more control over the visual storytelling. Plus, it’s really easy to skip it the next time. In the end, all that matters is the player’s experience. A well-done cut-scene can be incredibly powerful. So can a well-done scripted sequence. One isn’t ‘better’ than the other, each just has advantages and disadvantages.”


Again, like I make this shit up JUST to argue with morons who discount that I've been doing this for 10 years professionally.
 

EvoG

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Hehe, looks like I have a new nemesis then eh Neutral. :D

Its weird how you just 'find' these people. It was DarkUndies on DaC for a long while before he actually turned out pretty cool, and just a weekend antagonist...but some people...*cough*...seem to do it full-time. :P


Thanks bud!
 

Hory

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EvoG, what games have you developed in those 10 years of proffesionalism?
 

FireWolf

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MarFish said:
Ask yourself what is more immersive - seeing the robber attack the villagers as you arrive or getting the villagers tell you that they just got robbed

Depends how it is handled. If you're a village away and suddenly you see in the next village the nefarious penguin ninjas robbing a bank, I call that fairly cheap. If, however, you're entering the village and in the distance you see the get-away. Or, as you enter the village it could cut to the robbery and end with you running up to the scene. Alternatively, second hand cut-scenes. Where you meet a witness who has a flash-back cut-scene showing you all the details. Preferably there'd be no cut-scenes. You'd trigger the scripted sequence and react as you wish to react, not how the game-designers designate. That lends more to non-linearity than a cut-scene where your actions are predicted.

Screaming_life said:
...but witcher feels like you're gonna play the role rather than a role.

You play the role, but how you play that role is up to you. Or, at least, it should be. It asks you to be the Witcher, how you interpret and behave is up to you. Otherwise it is an adventure or action game, or at least a linear RPG if you stretch the definition.

Either way a cut-scene takes the control out of the individual's hands. A scripted sequence that the PC witnesses first-hand lends more to the story-telling. If I'm not there when something happens, I'd rather be told about it, find out information from other sources, explore dialogue options and obtain as much info as I can, or as little as I need.
 

EvoG

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Hory said:
EvoG, what games have you developed in those 10 years of proffesionalism?

Not entirely sure you're being sincere, rather maybe mocking me but... :)

...I was animation lead on Wheel of Time back in the day ( I still mention this as it was my first contract gig ever ). Recently working on EQ Expansion and EQ2, the now defunct Ultima X Online :( , Matrix 2 (Path of Neo) and a bunch of MMO work including animation for D&D Online. I even worked on <blank> which all of you know of very well (the previous version of the game is a love it/hate it game for RPGer's) which I'm reluctant to mention at this time....and a whole bunch of other stuff which is mostly next-gen work now that I can't wait to show people (NDA's and all limiting that)

Either way my site (again, whenever the hell that'll be) will have my portfolio so for those who doubt, they can see my work for themselves.

Finally I'm currently developing my own games, including a PA RPG that was known as Project Phoenix for some time here and over at DaC...though this is slow going unfortunately, as I'm inundated with work-work(the ones that pay the bills).


Cheers
 

LlamaGod

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MarFish said:
LlamaGod said:
how about the robber attacking the villagers while you are there

if you need first person and cutscenes to give you immersion, you just suck

Just proves that you didn't read my post. The moment you have a scripted sequence of the robber attacking the village while you there, it's a cutscene.

o mai mr.defensive

I ment instead of having robbers going nuts before you arrive, just put the whole robber scenario while you are there and then you act on it from there on.

Then you can witness it and make your own decisions.

Cutscenes dont add to immersion.
 

Ellester

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I agree with other when I say I’m not a fan of cut-scenes. It almost seems fake or out of place when they occur. Or sometimes tell you things that you really should be allowed to find out. *what! Now I have ESP?* I would rather find those things out in person, than having someone spoon feeding me a plot.

But after saying that, it does not ruin a game for me if they are in. I still enjoy the game if the game is fun and intelligent.
 

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