Funny that you mention Witcher 3 beause their dialogs are super static. W3's approach to dialogs is that they are actually mini in-engine branching cutscenes. They are predetermined to happen at a certain place with manually setup cameras, with predefined starting point for every animation involving movement, and with environment complementing the available animation set. This means:We had natural transitions from any state to dialog in one of the earlier alphas. Unfortunately for it to work under any circumstance it meant there's a new transition state between minding-my-own-business and actually-ready-to-do-talking and this transition took way too much time way too often. It also meant we couldn't place the player in better position for dialog camera. The dialog had to happen wherever player was when the NPC reached the state actually-ready-to-do-talking (and if player was still close). It was wonky and grew annoying quickly.
All that because you wanted KCD dialogues to be dynamic, like mini-movies with "acting" and different angle cuts, ála Witcher 3? The Skyrim solution ("in-game" dialogues with no special fade-outs, camera angles, gesticulation etc.) was never in the cards?
Absolutely, we've been banging that drum for years ITT and elsewhere. The system of AI routines and independent acting is by far the most underrated aspect of KCD.[
i.e. the civilian NPC world in Witcher 3 is almost as interactive as the skybox.
Skyrim style was never on the table. It looks quite bad in many situations.
The "Skyrim solution" was much simpler - you click on an NPC, they just freeze, a dialogue window pops-out and you can click dialogue options. Without any fade-outs or "acting". I just wondered if that was ever considered for KCD since it seems way more simple and less demanding to implement.
Since the very inception it was always meant to be as competent as possible in cinematographic terms, without needing to resort to having to manually setup and/or embellish each dialog scenario like Witcher 3 does.Absolutely, we've been banging that drum for years ITT and elsewhere. The system of AI routines and independent acting is by far the most underrated aspect of KCD.[
i.e. the civilian NPC world in Witcher 3 is almost as interactive as the skybox.
But the dialogue system does look similar in KCD and TW3, meaning whenever you click on an NPC there's a fade-out and "cutscene" plays out with you and the NPC making faces and gestures in various camera angles. The "Skyrim solution" was much simpler - you click on an NPC, they just freeze, a dialogue window pops-out and you can click dialogue options. Without any fade-outs or "acting". I just wondered if that was ever considered for KCD since it seems way more simple and less demanding to implement.
And that way of thinking is why your game will never be good Smejki.
You think you need to focus on NPC faces during conversations. You think need to have lip sync etc.
But what you really need is actual gameplay and not that doll house bullshit. People would still buy the game without it. Other games sell just as well with just a text box for dialogues.
The reall issue is, that the actual gameplay of kingdom come sucks.
The combat is clunky and requires no skill. It's just skyrim combat with pointless directions added. Take a note from Mount&Blade if you want to know what good combat is like.
The world is huge but empty. Even if there was something to find, it wouldn't matter, because the pacing is so horrible, that winning a single encounter will solve all economic challenges for the player for the rest of the game. You expect people to play through your boring, borderline cinematic experience 100 hour story that has at best 10 hours worth of actual gameplay? What a joke.
The dialogues a cringy. Your guys tried too hard to make everyone sound as mad and uncivilized as possible.
The story completely ignores the character progression. There is ludonarrative dissonance at every step. Heck, you literally have a respawn system in a "realistic" game.
And that way of thinking is why your game will never be good Smejki.
You think you need to focus on NPC faces during conversations. You think need to have lip sync etc.
But what you really need is actual gameplay and not that doll house bullshit. People would still buy the game without it. Other games sell just as well with just a text box for dialogues.
The reall issue is, that the actual gameplay of kingdom come sucks.
The combat is clunky and requires no skill. It's just skyrim combat with pointless directions added. Take a note from Mount&Blade if you want to know what good combat is like.
The world is huge but empty. Even if there was something to find, it wouldn't matter, because the pacing is so horrible, that winning a single encounter will solve all economic challenges for the player for the rest of the game. You expect people to play through your boring, borderline cinematic experience 100 hour story that has at best 10 hours worth of actual gameplay? What a joke.
The dialogues a cringy. Your guys tried too hard to make everyone sound as mad and uncivilized as possible.
The story completely ignores the character progression. There is ludonarrative dissonance at every step. Heck, you literally have a respawn system in a "realistic" game.
And that way of thinking is why your game will never be good Smejki.
You think you need to focus on NPC faces during conversations. You think need to have lip sync etc.
But what you really need is actual gameplay and not that doll house bullshit. People would still buy the game without it. Other games sell just as well with just a text box for dialogues.
The reall issue is, that the actual gameplay of kingdom come sucks.
The combat is clunky and requires no skill. It's just skyrim combat with pointless directions added. Take a note from Mount&Blade if you want to know what good combat is like.
The world is huge but empty. Even if there was something to find, it wouldn't matter, because the pacing is so horrible, that winning a single encounter will solve all economic challenges for the player for the rest of the game. You expect people to play through your boring, borderline cinematic experience 100 hour story that has at best 10 hours worth of actual gameplay? What a joke.
The dialogues a cringy. Your guys tried too hard to make everyone sound as mad and uncivilized as possible.
The story completely ignores the character progression. There is ludonarrative dissonance at every step. Heck, you literally have a respawn system in a "realistic" game.
Honestly though this is true. There are a lot of things to love about Kingdom Come but the combat isn't one of them and it's sad how I've never seen another game copy and maybe even improve on Mount and Blade's combat, which probably has the best combat of any game ever made.Take a note from Mount&Blade if you want to know what good combat is like.
Honestly though this is true. There are a lot of things to love about Kingdom Come but the combat isn't one of them and it's sad how I've never seen another game copy and maybe even improve on Mount and Blade's combat, which probably has the best combat of any game ever made.Take a note from Mount&Blade if you want to know what good combat is like.
Combat in KCD is shit because, unlike with the block->counter->block->counter exchange, you can't do anything to defend against ripostes, so the only logical thing to do is never attack first. It's literally the same issue For Honor had.
Combat in KCD is shit because, unlike with the block->counter->block->counter exchange, you can't do anything to defend against ripostes, so the only logical thing to do is never attack first. It's literally the same issue For Honor had.
Don't forget master strike.
It never ceases to amaze me how many people think melee in first person sucks. I would never play Mount and Blade in third person even though I'm pretty sure most people do. I think people just don't want to git gud at FPP