History Main / GoingThroughTheMotions

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.
10th Jul '16 5:39:56 PM nombretomado
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*** Which may be a reference to ChronoTrigger, where the ladder-climbing animation was a dance option in the prehistoric parties.

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*** Which may be a reference to ChronoTrigger, ''VideoGame/ChronoTrigger'', where the ladder-climbing animation was a dance option in the prehistoric parties.
10th Jul '16 10:36:29 AM nombretomado
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-->-- '''Ben "[[WebAnimation/ZeroPunctuation Yahtzee]]" Croshaw''', on {{Bioware}} and their abuse of this trope.

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-->-- '''Ben "[[WebAnimation/ZeroPunctuation Yahtzee]]" Croshaw''', on {{Bioware}} Creator/BioWare and their abuse of this trope.
8th Jul '16 1:40:23 PM DastardlyDemolition
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* ''VideoGame/TheElderScrollsIIIMorrowind'', ''VideoGame/TheElderScrollsIVOblivion'', and ''VideoGame/{{Fallout 3}}/[[VideoGame/FalloutNewVwgas New Vegas]]'' don't even have individualized gestures, which isn't so noticeable when the monologue is delivered in 'Ye Olde Talking Head' style as what's done mostly through ''Morrowind'' and ''Oblivion''. But it's particularly noticeable in staging what's intended to be a dramatic in-engine cinematic, especially ones the designers felt were so important they had to ''straitjacket the player's controls to force them to watch''. All models have the same wooden and vague hand gesture, elbows locked at their sides, delivering their body language like self-conscious amateur theatre auditioners. Even the celebrity voice-acted characters do this (it must make Liam Neeson wince to see the movement associated with his voice). Any modder can find the vast library of idle animations the designers had at their disposal, but none imagined inserting those into the script.

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* ''VideoGame/TheElderScrollsIIIMorrowind'', ''VideoGame/TheElderScrollsIVOblivion'', and ''VideoGame/{{Fallout 3}}/[[VideoGame/FalloutNewVwgas 3}}/[[VideoGame/FalloutNewVegas New Vegas]]'' don't even have individualized gestures, which isn't so noticeable when the monologue is delivered in 'Ye Olde Talking Head' style as what's done mostly through ''Morrowind'' and ''Oblivion''. But it's particularly noticeable in staging what's intended to be a dramatic in-engine cinematic, especially ones the designers felt were so important they had to ''straitjacket the player's controls to force them to watch''. All models have the same wooden and vague hand gesture, elbows locked at their sides, delivering their body language like self-conscious amateur theatre auditioners. Even the celebrity voice-acted characters do this (it must make Liam Neeson wince to see the movement associated with his voice). Any modder can find the vast library of idle animations the designers had at their disposal, but none imagined inserting those into the script.
8th Jul '16 1:39:30 PM DastardlyDemolition
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* ''VideoGame/TheElderScrollsIIIMorrowind'', ''VideoGame/TheElderScrollsIVOblivion'', and ''VideoGame/{{Fallout 3}}'' don't even have individualized gestures, which isn't so noticeable when the monologue is delivered in 'Ye Olde Talking Head' style as what's done mostly through ''Morrowind'' and ''Oblivion''. But it's particularly noticeable in staging what's intended to be a dramatic in-engine cinematic, especially ones the designers felt were so important they had to ''straitjacket the player's controls to force them to watch''. All models have the same wooden and vague hand gesture, elbows locked at their sides, delivering their body language like self-conscious amateur theatre auditioners. Even the celebrity voice-acted characters do this (it must make Liam Neeson wince to see the movement associated with his voice). Any modder can find the vast library of idle animations the designers had at their disposal, but none imagined inserting those into the script.

to:

* ''VideoGame/TheElderScrollsIIIMorrowind'', ''VideoGame/TheElderScrollsIVOblivion'', and ''VideoGame/{{Fallout 3}}'' 3}}/[[VideoGame/FalloutNewVwgas New Vegas]]'' don't even have individualized gestures, which isn't so noticeable when the monologue is delivered in 'Ye Olde Talking Head' style as what's done mostly through ''Morrowind'' and ''Oblivion''. But it's particularly noticeable in staging what's intended to be a dramatic in-engine cinematic, especially ones the designers felt were so important they had to ''straitjacket the player's controls to force them to watch''. All models have the same wooden and vague hand gesture, elbows locked at their sides, delivering their body language like self-conscious amateur theatre auditioners. Even the celebrity voice-acted characters do this (it must make Liam Neeson wince to see the movement associated with his voice). Any modder can find the vast library of idle animations the designers had at their disposal, but none imagined inserting those into the script.
5th Jul '16 4:46:33 PM nombretomado
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* Every character in ''AmericanMcGeesAlice'' has this little "vanishing" animation they use ''every goddamn time'' you meet them, whether it is Cheshire Cat's fading out or the gnome's "twirl and shrink into nothing".

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* Every character in ''AmericanMcGeesAlice'' ''VideoGame/AmericanMcGeesAlice'' has this little "vanishing" animation they use ''every goddamn time'' you meet them, whether it is Cheshire Cat's fading out or the gnome's "twirl and shrink into nothing".
15th Jun '16 6:56:27 PM nombretomado
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* TelltaleGames uses this technique in their episodic ''VideoGame/SamAndMaxFreelancePolice'', ''VideoGame/StrongBadsCoolGameForAttractivePeople'' and ''VideoGame/TalesOfMonkeyIsland'' adventure games, presumably to facilitate their tight production schedule. It's generally done well, but a few gestures do stand out, such as Sam's "thumb to the side" gesture, Max's "twiddly fingers" gesture, Strong Bad's "rub hands (gloves?) together" gesture, Strong Mad's "point and raise eyebrows" gesture and Guybrush's "posing heroically while looking off into the distance" gesture.

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* TelltaleGames Creator/TelltaleGames uses this technique in their episodic ''VideoGame/SamAndMaxFreelancePolice'', ''VideoGame/StrongBadsCoolGameForAttractivePeople'' and ''VideoGame/TalesOfMonkeyIsland'' adventure games, presumably to facilitate their tight production schedule. It's generally done well, but a few gestures do stand out, such as Sam's "thumb to the side" gesture, Max's "twiddly fingers" gesture, Strong Bad's "rub hands (gloves?) together" gesture, Strong Mad's "point and raise eyebrows" gesture and Guybrush's "posing heroically while looking off into the distance" gesture.
11th May '16 1:53:05 PM Kid
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* Literally every ''VideoGame/NancyDrew'' game has this, for every single animated character seen in the games, even the 2D "cartoon" animations from the first game). The animations have gotten much more sophisticated with time, so rather than the past "gesture with right hand", "gesture with left hand", "gesture with both hands", "tilt head", they now have more dramatic motions like "lean forward and point" and "place hand on hip while pointing at floor with other hand". (Although this has led to some subtly unrealistic modeling.)

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* Literally every ''VideoGame/NancyDrew'' game has this, for every single animated character seen in the games, even the 2D "cartoon" animations from the first game).game. The animations have gotten much more sophisticated with time, so rather than the past "gesture with right hand", "gesture with left hand", "gesture with both hands", "tilt head", they now have more dramatic motions like "lean forward and point" and "place hand on hip while pointing at floor with other hand". (Although this has led to some subtly unrealistic modeling.)
29th Apr '16 1:36:37 PM SparkyLurkdragon
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* ''SkiesOfArcadia'', big time, and often accompanied by a matching bit of stock voice (the dialogue was not fully voiced).

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* ''SkiesOfArcadia'', ''VideoGame/SkiesOfArcadia'', big time, and often accompanied by a matching bit of stock voice (the dialogue was not fully voiced).
21st Mar '16 9:39:36 AM ChronoLegion
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* In Creator/ScottMeyer's ''[[Literature/{{Magic20}} An Unwelcome Quest]]'', Todd kidnaps several wizards and then forces them to play out a video game of sorts that he created. Except he put about as much effort into making believable animations for the artificial constructs as most games. For example, the "quest" involving a blacksmith forging an InfinityPlusOne sword generally involves the blacksmith simply waving his arms around the object, making it appear like he's doing something, and then the object instantly transforms into something else. Todd gets called out on this lazy method by the "players".

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* In Creator/ScottMeyer's ''[[Literature/{{Magic20}} An Unwelcome Quest]]'', Todd kidnaps several wizards and then forces them to play out a video game of sorts that he created. Except he put about as much effort into making believable animations for the artificial constructs as most games. For example, the "quest" involving a blacksmith forging an InfinityPlusOne sword InfinityPlusOneSword generally involves the blacksmith simply waving his arms around the object, making it appear like he's doing something, and then the object instantly transforms into something else. Todd gets called out on this lazy method by the "players".
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