Anyone Bummed about the opening doors animations?

Post » Tue Jul 26, 2011 10:21 am

meh I'm sure you can still open and close some doors


Good point, and I'm sure that they will return.
But, doesn't it bother you that they have within cell door activators that work, but they don't use them in cell-to-cell transitions? Having both only serves to damage immersion further as some doors animate and others don't. (I know that it's for a reason, but by adding animations for all doors the entire experience would be more seamless.)
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Rebecca Clare Smith
 
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Post » Tue Jul 26, 2011 1:09 am

Doors generally act as a zone transition point in TES. They need to be as fast as possible so I would say no to the door animations. I would have been very annoyed if my <1 second transition time in Oblivion was increased because of some repetitive animation that adds nothing to the game.


Except immersion...
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Elea Rossi
 
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Post » Tue Jul 26, 2011 7:41 am

I don't really care whether or not the player character opens doors or not. The standard transition works fine for me there because I don't really see it. But when you've got crowds of NPCs spontaneously appearing or vaporizing around doors because it's dinner time or whatever, that gets to be a little bothersome.
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Heather Stewart
 
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Post » Mon Jul 25, 2011 11:47 pm

I agree, but I didn't matter that much for my first person perspective, it's more annoying seeing all these NPCs fading. Besides, they could always make the first person animation togglable :D
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Red Bevinz
 
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Post » Mon Jul 25, 2011 11:06 pm

Good point, and I'm sure that they will return.
But, doesn't it bother you that they have within cell door activators that work, but they don't use them in cell-to-cell transitions? Having both only serves to damage immersion further as some doors animate and others don't. (I know that it's for a reason, but by adding animations for all doors the entire experience would be more seamless.)



yah I hate it but we have to accept it for now, maybe in ES 6 we will have a truly massive OPEN world free of cells :D

we can dream can't we :twirl:
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BEl J
 
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Post » Tue Jul 26, 2011 8:58 am

I don't really care whether or not the player character opens doors or not. The standard transition works fine for me there because I don't really see it. But when you've got crowds of NPCs spontaneously appearing or vaporizing around doors because it's dinner time or whatever, that gets to be a little bothersome.


Yeah, it's almost two issues in one for immersion: Firstly that you teleport through doorways and secondly, and perhaps even more importantly for some the vaporization and re-materialization of NPC's left and right :)
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Meghan Terry
 
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Post » Tue Jul 26, 2011 2:50 am

I'm going to say no thanks as my loading times into and out of cells is less then a second and any animation employed would last far longer then 1 second and just get repetitive and be annoying to have to cancel/watch every time I zoned, maybe for NPC's.
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Elina
 
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Post » Tue Jul 26, 2011 6:07 am

I'm going to say no thanks as my loading times into and out of cells is less then a second and any animation employed would last far longer then 1 second and just get repetitive and be annoying to have to cancel/watch every time I zoned, maybe for NPC's.


Well, you don't quite know how fast your loading times will be yet, but if it were implemented, and take 2 seconds it probably wouldn't seem that repetitive. Keep in mind that you don't get tired of things that you expect to happen. If you walk up to a doorway you expect to open it before entering, so it wouldn't be that boring to do it every time as it would be natural to open the door. You can only become tired of actions that are unnecessary that you have learned to expect, like some sort of war-cry before every battle or perhaps a finisher animation? after every kill...
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Hairul Hafis
 
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Post » Tue Jul 26, 2011 4:30 am

Well, you don't quite know how fast your loading times will be yet, but if it were implemented, and take 2 seconds it probably wouldn't seem that repetitive. Keep in mind that you don't get tired of things that you expect to happen. If you walk up to a doorway you expect to open it before entering, so it wouldn't be that boring to do it every time as it would be natural to open the door. You can only become tired of actions that are unnecessary that you have learned to expect, like some sort of war-cry before every battle or perhaps a finisher animation? after every kill...


:yes:

You go up to the door, you grab the handle, the door opens a third of the way *CUT TO LOADING SCREEN*
Normal entrance, the first thing you see when you enter the room is the door already half way shut (half a second animation)
Sneaking entrance, the first thing you see is a slow close of the door (1-2 second animation).
In combat entrance, the first thing you see when you enter the room is the door already slammed shut (NO animation; you don't even see the door shut, you HEAR the noise of it slamming shut.

This would add immersion and wouldn't impede on anyone in ANY negative way. It just ADDS to the game. How can anyone argue against this and, subsequently, support the fade in, fade out entries? I'm a little confused on that. I can easily see and understand differing opinions, but this seems pretty black and white :headscratch:

EDIT: I just realized that for NPCs, the entry I suggested is opening the door a third of the way and then it cuts to loading screen. Well, if you're watching an NPC, you would still see them fade out. But, alas, I still would be fine with that, to see them actually grab the handle and open it up a bit, and then fade out, that's better than Oblivion.
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BRAD MONTGOMERY
 
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Post » Tue Jul 26, 2011 9:55 am

I was never bothered by instant travel through doors. I was bothered by the fact that inside rooms, it was always day. It's 2 am but it's bright outside? Take time to work on that. Connect the sky to the windows, or something. Although from what I saw in the demo, it seems like all buildings in cities are open. May be wrong, but I coulda sworn I saw the dude walk in to the blacksmith with no loading screen or anything.
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Bee Baby
 
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Post » Tue Jul 26, 2011 10:51 am

I have always thought that one way ES games could increase immersion immediately and without much work would be to add a simple series of animations in front of each door so that when the PC selects a door/ hatch to go through, the appropriate animation shows the character opening the doorway, stepping into the darkness -loading screen of course- and then stepping into the new cell, and closing the doorway.



I honestly think this would svck. I cant see how this would be immersive if your suggesting watching yourself open a door in 3rd person.

Especially if it takes a second or two longer to get to the actual loading screen.
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R.I.P
 
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Post » Tue Jul 26, 2011 10:58 am

Nope, no one ever really thought of it. Walking through a door doesn't add anything, and animations most certainly aren't without cost.
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courtnay
 
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Post » Tue Jul 26, 2011 2:17 am

Nope, never. In fact, this is one part where I much prefer TES experience with transitional doors to say... Witcher 2. One of the few really bad things about Witcher 2 was its reorienting the camera when you had to walk through a door. Sorry, no. Much prefer the fade to black brief loading to making it seem like the character is being forced to squeeze through a door and disorient you with seeming random camera changes.
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Quick Draw
 
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Post » Tue Jul 26, 2011 2:33 pm

I'll support, but if it's the tedious Resident Evil door loading screen, then it's a big no no.
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Sasha Brown
 
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Post » Tue Jul 26, 2011 7:08 am

I couldn't care less honestly. I actually find the sound effect of using doors during the loading screen to be quite satisfying.
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Laura Elizabeth
 
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Post » Tue Jul 26, 2011 2:35 am

Nope, never. In fact, this is one part where I much prefer TES experience with transitional doors to say... Witcher 2. One of the few really bad things about Witcher 2 was its reorienting the camera when you had to walk through a door. Sorry, no. Much prefer the fade to black brief loading to making it seem like the character is being forced to squeeze through a door and disorient you with seeming random camera changes.


You play in first person?

You walk up to the door. You press "A" (or whanot) to open the door. You see your hand reach out, grab the handle, and pull it open and at a third of the way screen cuts to black and then fades in to you in the room, with the sound of the door shutting. No camera changes whatsoever.

In third person, you see the same sequence. Hand reach for door, opens third of the way, cuts to loading screen. As you enter room, there's a quick animation of you in the process of shutting the door. Last maybe .5 seconds. No camera swings/changes whatsoever.

All this does is add immersion.

For NPCs, they do the same thing. You can have them fade out when they grab the handle. You can have them fade out when the door is a third of the way open. Or you can have them open the door completely and step into a dark room/colored room/whatever and there's no fade at all.

I think there probably has to be fade for the NPCs, but adding the animation of grabbing the handle would help. I can understand how seeing the NPC walk into a dark room (or even if it was colored some way to look more realistic) will reduce immersion. It probably would be better than fading away, but is it worth the effort?

So my compromise would be to at least have the NPC read for the handle. And for the PC, add in my aforementioned ideas. I think it is simple, but definitely adds to immersion. What do you think?
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Mrs Pooh
 
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Post » Tue Jul 26, 2011 4:27 am

You play in first person?

You walk up to the door. You press "A" (or whanot) to open the door. You see your hand reach out, grab the handle, and pull it open and at a third of the way screen cuts to black and then fades in to you in the room, with the sound of the door shutting. No camera changes whatsoever.

In third person, you see the same sequence. Hand reach for door, opens third of the way, cuts to loading screen. As you enter room, there's a quick animation of you in the process of shutting the door. Last maybe .5 seconds. No camera swings/changes whatsoever.

All this does is add immersion.

For NPCs, they do the same thing. You can have them fade out when they grab the handle. You can have them fade out when the door is a third of the way open. Or you can have them open the door completely and step into a dark room/colored room/whatever and there's no fade at all.

I think there probably has to be fade for the NPCs, but adding the animation of grabbing the handle would help. I can understand how seeing the NPC walk into a dark room (or even if it was colored some way to look more realistic) will reduce immersion. It probably would be better than fading away, but is it worth the effort?

So my compromise would be to at least have the NPC read for the handle. And for the PC, add in my aforementioned ideas. I think it is simple, but definitely adds to immersion. What do you think?

What about Dungeon Doors (those big-ass gates?).
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Kelly Tomlinson
 
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Post » Tue Jul 26, 2011 4:28 am

What about Dungeon Doors (those big-ass gates?).


A simple animation of your character pushing on them/grunting/squeaking plus fade to black would be the same thing, As is suggested above, you don't have to show the whole animation to at least imply that there is an action going on...
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Kelsey Anna Farley
 
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Post » Tue Jul 26, 2011 11:56 am

yah I hate it but we have to accept it for now, maybe in ES 6 we will have a truly massive OPEN world free of cells :D

we can dream can't we :twirl:


Maby on the next gen consoles...maby
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Alexandra walker
 
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Post » Tue Jul 26, 2011 5:27 am

A simple animation of your character pushing on them/grunting/squeaking plus fade to black would be the same thing, As is suggested above, you don't have to show the whole animation to at least imply that there is an action going on...

Seeing that animation over and over for the hundreds/thousands of hours i'll be playing would be far too tedious. "Immersion" can take a backseat here.
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jeremey wisor
 
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Post » Tue Jul 26, 2011 7:59 am

Seeing that animation over and over for the hundreds/thousands of hours i'll be playing would be far too tedious. "Immersion" can take a backseat here.


Keep in mind that you don't get tired of things that you expect to happen. If you walk up to a doorway you expect to open it before entering, so it wouldn't be that boring to do it every time as it would be natural to open the door. You can only become tired of actions that are unnecessary that you have learned to expect, like some sort of war-cry before every battle or perhaps a finisher animation? after every kill...
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Jessica Colville
 
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Post » Tue Jul 26, 2011 3:02 am

I never miss what i never had nor cared for.
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Mrs. Patton
 
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Post » Tue Jul 26, 2011 2:14 pm

I never miss what i never had nor cared for.


No one said anything about missing something that has been in the games before. It is already missing, and seems like a simple next step toward immersion.
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Chris BEvan
 
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Post » Tue Jul 26, 2011 7:48 am

Keep in mind that you don't get tired of things that you expect to happen. If you walk up to a doorway you expect to open it before entering, so it wouldn't be that boring to do it every time as it would be natural to open the door. You can only become tired of actions that are unnecessary that you have learned to expect, like some sort of war-cry before every battle or perhaps a finisher animation? after every kill...

Sorry, but we'll just agree to disagree here. I see what you're saying and can understand your stance, but it's simply something I really don't care for. I'm not big on "immersion" and fading through doors doesn't bother me in the least. It's actually how I prefer it to be. "Immersion" is thrown around too loosely I think and i view it more as a joke than anything else anymore.
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Terry
 
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Post » Tue Jul 26, 2011 2:59 pm

Sorry, but we'll just agree to disagree here. I see what you're saying and can understand your stance, but it's simply something I really don't care for. I'm not big on "immersion" and fading through doors doesn't bother me in the least. It's actually how I prefer it to be. "Immersion" is thrown around too loosely I think and i view it more as a joke than anything else anymore.


Fair enough. Your opinion is what I was looking for, I was looking for some other legitimate opinions on the issue. It sounds like you really don't care if there is added immersion if it affects the time required to take an action. What about for NPCs though? Do you think it would be better to see them interact with doors, if only for a moment before dissapearing, or do you prefer the current situation in which NPC's vanish and materialize?
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Dean Ashcroft
 
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