30th March 2005, 12:11 PM
Quote:He never said that. That's just the way he does it, and since his games have the best-done stories out of just about any game you can think of, he's certainly not wrong about this. He's still figuring out ways to tell stories in games. He never gave an absolute method.
But given that that's how he does it, it kind of suggests that that's how he thinks it's done best...
Oh, I added a reply to the second part of that post in the post you're replying to there: How would you implement a 'control your character fully like an actor'? I don't see how you could do that with some way other than dialogue boxes (or some form of menu)... I don't think just mapping commands to buttons would be enough.
Quote:No, actually controlling visible emotions and expressions is extremely different from choosing a response from a bunch of choices and seeing the text play out over a still figure. Imagine a movie where you don't see Tom Hanks act, but rather you see a cardboard cut-out of him with text popping up above his head. Big difference.
Uh, you REALLY haven't been paying attention, have you... who said anything about still figures? Not me... I've repeatedly said '3d games let us show emotions', 'when you choose the dialogue choice your character should use appropriate facial expressions during the conversation', etc...