History Main / GoingThroughTheMotions

1st Feb '18 5:53:14 PM nombretomado
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* ''TheMovies'' is a movie studio simulation, but in fact can actually be used as a studio for Machinima. It puts the player in the seat of a cutscene director: You can actually write, direct and edit short cutscenes (or long ones if you have the patience) which can include many actors with a staggering array of backdrops, camera angles and costumes. The game has a very large assortment of possible character animations in each "scene", but most of the motions look extremely exaggerated or contrived, making it difficult to make anything which doesn't look like a satire of itself. Still, with the editing tools at your disposal, and a bit of talent it's quite possible to [[http://www.machinima.com/channel/view&id=2 actually make a movie that looks reasonably good]]. Some have won awards.

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* ''TheMovies'' ''VideoGame/TheMovies'' is a movie studio simulation, but in fact can actually be used as a studio for Machinima. It puts the player in the seat of a cutscene director: You can actually write, direct and edit short cutscenes (or long ones if you have the patience) which can include many actors with a staggering array of backdrops, camera angles and costumes. The game has a very large assortment of possible character animations in each "scene", but most of the motions look extremely exaggerated or contrived, making it difficult to make anything which doesn't look like a satire of itself. Still, with the editing tools at your disposal, and a bit of talent it's quite possible to [[http://www.machinima.com/channel/view&id=2 actually make a movie that looks reasonably good]]. Some have won awards.
27th Jan '18 9:46:06 PM nombretomado
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* ''MegaManPoweredUp'' has a stock set of emotive gestures for use in the short cutscenes preceding a boss fight - since most of the characters have the exact same body type, these animations are shared across all characters except Dr. Light, Dr. Wily, Roll, and Gutsman (Who has his own versions of the exact same animations).
* Creator/EpicGames' early platformer ''Jill of the Jungle''. Jill's 'look up' and 'look down' animations had her facing the screen/camera. Idle animations would post text at the bottom of the screen: "Look, An airplane! (look up animation)" "Your shoe's untied! (look down)" Also at various points, these sprites were cycled to make Jill nod.

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* ''MegaManPoweredUp'' ''VideoGame/MegaManPoweredUp'' has a stock set of emotive gestures for use in the short cutscenes preceding a boss fight - since most of the characters have the exact same body type, these animations are shared across all characters except Dr. Light, Dr. Wily, Roll, and Gutsman (Who has his own versions of the exact same animations).
* Creator/EpicGames' early platformer ''Jill of the Jungle''.''VideoGame/JillOfTheJungle''. Jill's 'look up' and 'look down' animations had her facing the screen/camera. Idle animations would post text at the bottom of the screen: "Look, An airplane! (look up animation)" "Your shoe's untied! (look down)" Also at various points, these sprites were cycled to make Jill nod.
23rd Dec '17 7:51:22 PM nombretomado
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* EpicGames' early platformer ''Jill of the Jungle''. Jill's 'look up' and 'look down' animations had her facing the screen/camera. Idle animations would post text at the bottom of the screen: "Look, An airplane! (look up animation)" "Your shoe's untied! (look down)" Also at various points, these sprites were cycled to make Jill nod.

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* EpicGames' Creator/EpicGames' early platformer ''Jill of the Jungle''. Jill's 'look up' and 'look down' animations had her facing the screen/camera. Idle animations would post text at the bottom of the screen: "Look, An airplane! (look up animation)" "Your shoe's untied! (look down)" Also at various points, these sprites were cycled to make Jill nod.
20th Nov '17 4:35:03 AM rixion
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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.



* ''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.
12th Nov '17 9:07:28 PM dotchan
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* ''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.
** He doesn't just impale the other guy, he does a perfect parry and side step first, then stabs him. That 2 seconds is the most realistic fight scene in all of Final Fantasy.
*** All of this becomes a tad less impressive when you realize why - the ''battle'' sprites are so limited that they had plenty of disc space. Every spell is cast with the same "raise arms" gesture, every attack other than using bows or punching is the same sweep-hand-down... The saddest part is that the Summon spells, usually the most technologically impressive attacks, are reduced to ''waving a still image around'' (albeit with a few particle effects).

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* ''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 situation 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.
** He doesn't just impale the other guy, he does a perfect parry and side step first, then stabs him. That 2 seconds is the most realistic fight scene in all of Final Fantasy.
*** All of this becomes a tad less impressive when you realize why - the ''battle'' sprites are so limited that they had plenty of disc space. Every spell is cast with the same "raise arms" gesture,
every attack other cutscene rendered in-engine. The tradeoff for this was very generic actions in battle scenes--other than using bows fists or punching a bow, attacking is the same sweep-hand-down... The saddest part downward sweeping gesture, charging is that the Summon spells, usually the most technologically impressive attacks, achieved by squatting, all spells are reduced to ''waving cast by raising hands, and summons are "rendered" by a still image around'' (albeit with a few plus particle effects).effects.
10th Nov '17 3:36:09 PM Steven
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* Like with ''Final Fantasy XI'', ''VideoGame/FinalFantasyXIV'' uses generic animations and emotes for characters and the player character in small cutscenes. In cutscenes that are very important to the story and/or has voice acting, the animations used are from motion capture (although some of the stock animations are also used). In version 1.0 of the game, everything was motion captured, but it was heavily scaled back when the game was remade in version 2.0 in order to save costs.
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.
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