History Main / GoingThroughTheMotions

22nd Oct '17 12:57:10 AM AirofMystery
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** In ''KnightsOfTheOldRepublic'', everyone expresses misery, no matter how mild, by grabbing their head and shaking.
The same game features a standard script animation where the characters gesture with their hands, and this is extensively used during conversation. Because the characters are rendered with weapons in hand, this can get unnerving. There's nothing quite like seeing Carth Onasi, ''GunsAkimbo'' fighter extraordinare, talking to you while waving a pair of blasters around wildly. Especially when he's angry at you. More amusingly, performing the 'bow' animation with a sword in hand results in the character impaling their own head.

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** In ''KnightsOfTheOldRepublic'', everyone expresses misery, no matter how mild, by grabbing their head and shaking. \n The same game features a standard script animation where the characters gesture with their hands, and this is extensively used during conversation. Because the characters are rendered with weapons in hand, this can get unnerving. There's nothing quite like seeing Carth Onasi, ''GunsAkimbo'' fighter extraordinare, talking to you while waving a pair of blasters around wildly. Especially when he's angry at you. More amusingly, performing the 'bow' animation with a sword in hand results in the character impaling their own head.
22nd Oct '17 12:56:50 AM AirofMystery
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* A lot of early Bioware games did this, such as ''KnightsOfTheOldRepublic'' (where everyone in the game expresses misery, no matter how mild, by grabbing their head and shaking) and ''VideoGame/NeverwinterNights''. Even their otherwise incredible opus, ''Franchise/MassEffect'', there are still generic motions, although, to be honest, they are a lot less noticeable.

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* A lot of early Bioware [=BioWare=] games did this, such as ''KnightsOfTheOldRepublic'' (where everyone in the game expresses misery, no matter how mild, by grabbing their head often have hours if not tens of hours of cutscene content, which would be impossible to custom-animate on time and shaking) and ''VideoGame/NeverwinterNights''. on budget. Even their otherwise incredible opus, ''Franchise/MassEffect'', there most recent games use an automated system for lip-syncing, setting up character motions and arranging camera angles in cutscenes; the scenes are still generic motions, although, then touched up by a human being to be honest, make them look a bit nicer. Their older efforts were a bit more obvious about the motions they are a lot less noticeable.went through. In no particular order:



** ''KnightsOfTheOldRepublic'' features a standard script animation where the characters gesture with their hands. They use this extensively during conversation. Because the characters are rendered with weapons in hand, this can get unnerving. There's nothing quite like seeing Carth Onasi, ''GunsAkimbo'' fighter extraordinare, talking to you while waving a pair of blasters around wildly. Especially when he's angry at you. More amusingly, performing the 'bow' animation with a sword in hand results in the character impaling their own head.
** Early in [=KOTOR=] 2, the Exile relinquishes her lightsaber to the Jedi Council... by apparently stabbing the guy she's giving it to. Who grabs the 'saber by the cuts-through-anything blade.
*** That depends on what you choose to have the Exile do. Most of the ways that happens will have the Exile stabbing her lightsaber into the monolith there, and then walking away.
** Both [=KOTORs=] have lots of motions doing double- to triple-duty. The same animation is used for cheering, dancing, and being powered up.
** Bioware's ''VideoGame/DragonAgeOrigins'' does this very weirdly. The characters mostly move very naturally... except that everyone loves to cross their arms while talking. And then uncross them. And then cross them again. In some longer conversations, you may see arms cross and uncross three times. Even better, rarely the game's timing gets a little too predictable, and multiple character will start doing it in sequence, which rather kills the drama.

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** ''KnightsOfTheOldRepublic'' In ''KnightsOfTheOldRepublic'', everyone expresses misery, no matter how mild, by grabbing their head and shaking.
The same game
features a standard script animation where the characters gesture with their hands. They use hands, and this is extensively used during conversation. Because the characters are rendered with weapons in hand, this can get unnerving. There's nothing quite like seeing Carth Onasi, ''GunsAkimbo'' fighter extraordinare, talking to you while waving a pair of blasters around wildly. Especially when he's angry at you. More amusingly, performing the 'bow' animation with a sword in hand results in the character impaling their own head.
** *** Early in [=KOTOR=] 2, the Exile relinquishes her lightsaber to the Jedi Council... which can be represented by apparently stabbing the guy she's (s)he's giving it to. Who grabs the 'saber by the cuts-through-anything blade.
*** That depends on what you choose to have the Exile do. Most of the ways that happens will have the Exile stabbing her lightsaber into the monolith there, and then walking away.
**
Both [=KOTORs=] have lots of motions doing double- to triple-duty. The same animation is used for cheering, dancing, and being powered up.
** Bioware's ''VideoGame/DragonAgeOrigins'' does this very weirdly. The characters mostly move very naturally... naturally, except that everyone loves to cross and uncross their arms while talking. And then uncross them. And then cross them again.talking. In some longer conversations, you may see arms cross and uncross three times. Even better, rarely the game's timing gets a little too predictable, and multiple character will start doing it in sequence, which rather kills the drama.
6th Jul '17 8:14:25 PM eowynjedi
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* ''VideoGame/FinalFantasyIX'' does this; during scenes, each textual box is accompanied by a gesture. Played on a loop. This leads to hilarity, particularly with Steiner, since he notably shakes his fists up and down in front of him or actually jumps and has a tantrum: depending on how long you can keep laughing/bear to watch, he can stand there jumping indefinitely.
** Similarly, Zidane will ''always'' go into his high-alert hald crouch position before a boss battle, even if there's a lengthy slab of exposition beforehand. Doesn't matter how long it takes you to read the text, he will be alert until the FightWoosh.

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* ''VideoGame/FinalFantasyIX'' does this; during scenes, each textual box is accompanied by a gesture. Played on a loop. This leads to hilarity, particularly with Steiner, since he notably shakes his fists up and down in front of him or actually jumps and has a tantrum: depending on how long you can keep laughing/bear to watch, he can stand there jumping indefinitely.
**
indefinitely. Similarly, Zidane will ''always'' go into his high-alert hald crouch position before a boss battle, even if there's a lengthy slab of exposition beforehand. Doesn't matter how long it takes you to read the text, he will be alert until the FightWoosh.


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* ''VideoGame/FinalFantasyXIII'' doesn't use this much in cutscenes, but each character has two idle animations they switch between if you leave your party standing one spot for a while. Lightning just switches which hand she has on her hip, but Snow will pound one fist into his hand, Hope will alternate between swinging his arms and tapping his fingers together like he doesn't know what to do with his hands, Vanille will crouch down to rest, etc.
6th Jun '17 1:25:51 PM Malady
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* ''VideoGame/GoldenSun'' is one of the more pathetic examples of this. Yes, it's a Gameboy Advance game, but when every emotional reaction is represented by ''jumping up and down''... There is even a scene in the first game where the two main-characters try to explain that the world is going to end and stuff by [[CrowningMomentOfFunny running around and jumping.]]
** Luckily they still have Emotion Speechbubbles.

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* ''VideoGame/GoldenSun'' is one of the more pathetic examples of this. Yes, it's a Gameboy Advance game, but when Basically every emotional reaction is represented by ''jumping up and down''...down''. There is even a scene in the first game where the two main-characters try to explain that the world is going to end and stuff by [[CrowningMomentOfFunny running around and jumping.]]
** Luckily they still have Emotion Speechbubbles.PictorialSpeechBubbles to express emotions with.


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* ''VisualNovel/Again'': Outside of small cutscenes, character portraits are often animated this way. such as with Detective Lane's does this occasional {{facepalm}}s and some instances of GivingSomeoneThePointerFinger.
20th May '17 1:58:49 PM nombretomado
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* ''ValkyrieProfile'' has a truly impressive number of unique situational sprites. There weren't more than a couple scenes that were made with stock poses. You could tell when crap was going to hit the fan by the use of Valkyrie's more emotional reactions or more dramatic poses.

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* ''ValkyrieProfile'' ''VideoGame/ValkyrieProfile'' has a truly impressive number of unique situational sprites. There weren't more than a couple scenes that were made with stock poses. You could tell when crap was going to hit the fan by the use of Valkyrie's more emotional reactions or more dramatic poses.
30th Apr '17 2:04:34 PM nombretomado
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* The ''HarvestMoon'' series makes full use of character portraits during dialogue to to show emotion. However, ''[[VideoGame/HarvestMoonMagicalMelody Magical Melody]]'' took this trope to extremes with the characters moving wildly to express emotions such as embarrassment, joy, or panic, turning the characters into [[LargeHam Large Hams]]. While amusing at first, it gets old quickly. Other games like ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' and ''[[VideoGame/HarvestMoonANewBeginning A New Beginning]]'' tend to do this better.

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* The ''HarvestMoon'' ''VideoGame/HarvestMoon'' series makes full use of character portraits during dialogue to to show emotion. However, ''[[VideoGame/HarvestMoonMagicalMelody Magical Melody]]'' took this trope to extremes with the characters moving wildly to express emotions such as embarrassment, joy, or panic, turning the characters into [[LargeHam Large Hams]]. While amusing at first, it gets old quickly. Other games like ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' and ''[[VideoGame/HarvestMoonANewBeginning A New Beginning]]'' tend to do this better.
11th Feb '17 8:12:32 PM easytorememberhandle
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* ''VideoGame/DeusExHumanRevolution'' has expressive motion-captured body language and subtly-animated facial expressions... during the "social battle" conversations. In regular conversations, ''everybody'' has the same set of animations. Men will perform the downcast head-scratch, the sly chin-stroke, and the angry "cut it out" arm gesture. Women will clasp their hands, bobble their heads nervously and generally act like they're plucking up the courage to ask Adam on a date. Once you notice the reused animations, you can't ever ''not'' notice them.
26th Jan '17 7:55:46 AM Morgenthaler
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* Lt. Kirce James in ''VideoGame/CommandAndConquer 3'' acts exactly as the seductress example given above, shifting from one 'sexy' pose to another at the end of every... hang on, she's a ''[[BadBadActing real(ly terrible) actress]]''!
* Every character portrait in ''{{Starcraft}}'' has a few different motions they do while talking. This leads to people nodding about once every third word they say.

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* Lt. Kirce James in ''VideoGame/CommandAndConquer 3'' ''VideoGame/CommandAndConquerTiberiumWars'' acts exactly as the seductress example given above, shifting from one 'sexy' pose to another at the end of every... hang on, she's a ''[[BadBadActing real(ly terrible) actress]]''!
* Every character portrait in ''{{Starcraft}}'' ''VideoGame/{{Starcraft}}'' has a few different motions they do while talking. This leads to people nodding about once every third word they say.



* [[VideoGame/StarcraftII Starcraft 2]] normally goes well, well out of its way to create realistic movements in pre-rendered and in-game cut-scenes alike, but most standard conversations display a surprisingly limited number of speech animations. Some, like [[spoiler: Valerian Mengsk]]'s tendency to raise his hand as he speaks, become painfully noticeable.

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* [[VideoGame/StarcraftII Starcraft 2]] ''VideoGame/StarcraftII'' normally goes well, well out of its way to create realistic movements in pre-rendered and in-game cut-scenes alike, but most standard conversations display a surprisingly limited number of speech animations. Some, like [[spoiler: Valerian Mengsk]]'s tendency to raise his hand as he speaks, become painfully noticeable.
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.
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