History Main / GoingThroughTheMotions

14th Jan '17 10:12:46 AM nombretomado
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* Obviously present in most second-generation LucasArts adventure games:

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* Obviously present in most second-generation LucasArts Creator/LucasArts adventure games:
6th Dec '16 11:56:22 AM Scorpion451
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Pretty much the only time it's completely avoided is when the director is convinced that they are not making a game, but making a movie. At that point, all they can really do is hire a large amount of motion actors and hand animators, caffeinate them, and walk up and down behind them with a large stick threatening violence to them and their extended family if they fail to portray your grand artistic vision. [[VideoGame/MetalGearSolid Hideo Kojima]] favors this method. That or work for Valve.

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Pretty much the only time it's completely avoided is when the director is convinced that they are not making a game, but making a movie. At that point, all they can really do is hire a large amount of motion actors and hand animators, caffeinate them, and walk up and down behind them with a large stick threatening violence to them and their extended family if they fail to portray your grand artistic vision. [[VideoGame/MetalGearSolid [[Creator/HideoKojima Hideo Kojima]] favors this method. That or work for Valve.
29th Oct '16 1:45:11 PM nombretomado
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* ''GuildWars'' uses the built in emote system in order to make the animations in their cutscenes. Cutscenes for the later installments did have arguably better animation, and ''Nightfall's'' release ''did'' allow for basic lip-synching for all cutscenes, even those of the previous installments.

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* ''GuildWars'' ''VideoGame/GuildWars'' uses the built in emote system in order to make the animations in their cutscenes. Cutscenes for the later installments did have arguably better animation, and ''Nightfall's'' release ''did'' allow for basic lip-synching for all cutscenes, even those of the previous installments.
20th Oct '16 10:35:25 AM Ferot_Dreadnaught
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* XtraNormal videos, at least the ones made on the website, either don't let characters talk and gesture at the same time and use stock gestures, or the creators are [[TheyJustDidntCare too lazy]] to bother fixing their creation. Either way, any gestures made will be made after a comment is made, looking incredibly awkward.

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* XtraNormal videos, at least the ones made on the website, either don't let characters talk and gesture at the same time and use stock gestures, or the creators are [[TheyJustDidntCare too lazy]] lazy to bother fixing their creation. Either way, any gestures made will be made after a comment is made, looking incredibly awkward.
20th Oct '16 10:34:53 AM Ferot_Dreadnaught
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->''"You can almost see [the characters in Franchise/MassEffect] going over their stage directions in their heads: 'Hello Commander Shepard (wave hand), I heard you might show up today (nod head), how 'bout those freaky aliens, eh?' (shake fist, grr grr, [[FantasticRacism slightly racist undercurrent]])"''

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->''"You can almost see [the characters in Franchise/MassEffect] going over their stage directions in their heads: 'Hello Commander Shepard (wave hand), I heard you might show up today (nod head), how 'bout those freaky aliens, eh?' (shake fist, grr grr, [[FantasticRacism slightly racist undercurrent]])"''undercurrent)"''
19th Oct '16 8:51:42 PM KlarkKentThe3rd
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* The Franchise/RatchetAndClank reboot for the PS4 sadly has this for the in-game dialogue, due to the short development time.

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* The Franchise/RatchetAndClank reboot for the PS4 sadly has this for the in-game dialogue, due to the short development time.developers being given a very little time to do them.
19th Oct '16 8:49:52 PM KlarkKentThe3rd
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Added DiffLines:

* The Franchise/RatchetAndClank reboot for the PS4 sadly has this for the in-game dialogue, due to the short development time.
19th Oct '16 5:25:04 PM nombretomado
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* ''{{Drakengard}}'' averted this, surprisingly. Every cutscene is scripted, including the facial gestures and the characters talking. It was surprising for some to play the sequel and learn they had removed ''all motion'', going with select character portraits for the facial animation and stilled 3D shots for what used to be the cutscenes. They must have lost money or something.

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* ''{{Drakengard}}'' ''VideoGame/{{Drakengard}}'' averted this, surprisingly. Every cutscene is scripted, including the facial gestures and the characters talking. It was surprising for some to play the sequel and learn they had removed ''all motion'', going with select character portraits for the facial animation and stilled 3D shots for what used to be the cutscenes. They must have lost money or something.
16th Oct '16 9:58:35 AM nombretomado
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* ''FinalFantasyTactics'', despite being sprite-based, avoided this, with sprites drawn for every conceivable situation. There was a notable scene where one character impaled another character on their sword, which was remarkable since a normal sword attack could have been used. And, at one point, a thief took off his hat and threw it to the ground in frustration, which is probably the only time a Final Fantasy character's clothes have actually budged. Incidentally, he ''doesn't'' have animation where he picks his hat back up - he goes offscreen when the camera pans down to show your party, and when it pans back to him, his hat's already back on.

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* ''FinalFantasyTactics'', ''VideoGame/FinalFantasyTactics'', despite being sprite-based, avoided this, with sprites drawn for every conceivable situation. There was a notable scene where one character impaled another character on their sword, which was remarkable since a normal sword attack could have been used. And, at one point, a thief took off his hat and threw it to the ground in frustration, which is probably the only time a Final Fantasy character's clothes have actually budged. Incidentally, he ''doesn't'' have animation where he picks his hat back up - he goes offscreen when the camera pans down to show your party, and when it pans back to him, his hat's already back on.



** ''FinalFantasyTacticsAdvance'' didn't have the same luxury as the first Tactics did. There were custom sprites for some situations like a few characters shaking their head to say no, but the rest were just recycled animations used from battles. ''FinalFantasyTacticsA2'' improved it a bit; one character's sprite shakes when he is freezing and he also spins in circles when panicking.

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** ''FinalFantasyTacticsAdvance'' ''VideoGame/FinalFantasyTacticsAdvance'' didn't have the same luxury as the first Tactics did. There were custom sprites for some situations like a few characters shaking their head to say no, but the rest were just recycled animations used from battles. ''FinalFantasyTacticsA2'' ''VideoGame/FinalFantasyTacticsA2'' improved it a bit; one character's sprite shakes when he is freezing and he also spins in circles when panicking.
13th Aug '16 8:44:00 PM nombretomado
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* ''DissidiaFinalFantasy'' does this for quite a few cutscenes... and it wouldn't be all that noticeable if it weren't for the fact that Terra strikes a pose at the end of her walk cycle like some runway model.

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* ''DissidiaFinalFantasy'' ''VideoGame/DissidiaFinalFantasy'' does this for quite a few cutscenes... and it wouldn't be all that noticeable if it weren't for the fact that Terra strikes a pose at the end of her walk cycle like some runway model.
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