History Main / GoingThroughTheMotions

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.
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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* 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.
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