» Thu Dec 01, 2011 5:31 am
I think with our current level of technology, at least, there's sort of a double-edged sword no matter what direction you go with showing the PC during cutscenes/dialogue, have spoken dialogue, etc. Either approach is better for achieving certain goals, but no matter what, you're going to lose out on something.
In Dragon Age, the problem I have when the character does feature in a scene, is that he/she tends to have rather vacant or unemotional expressions, for the most part. I can see why they leave things sort of generic - because the more specific you get with a created character's emotions, the greater chance you have of that not coinciding with what was in the player's mind. But at the same time, I do (at least for me) feel a certain loss of personality there, as well. I'm not as connected to, or have as clear a concept of, my character in Dragon Age (or Fallout, for that matter) because of that approach.
ie, when I do see my character, he/she has a calculatedly distinct lack of expression and personality. I can see how there's value in projecting the persona of what you have in mind for your character onto a basically blank slate - but in those cut scenes, what I'm left with is sort of the same problem other people have with the opposite approach. I'm specifically seeing my character being depicted as relatively lifeless - especially in comparison to the other characters in the scene. In other words, rather than leaving the details up to me to fill in, I'm specifically being shown a side of my character that I hadn't intended (that he really doesn't have very much personality,) as opposed to being free to project my own emotions onto my avatar.
On the other hand, I do see what people are getting at with games like Mass Effect, where you have a character that's much more rigidly-defined by virtue of having a specific on-screen presence that's only ever modified based on which dialogue choices you select. In either approach, you're still only ever selecting dialogue options from a limited amount of variables - but in this case the game is also providing the "character" and personality for your PC by way of on-screen expressions and voice acting. I can see how that can seem limiting to players; especially if what they had envisioned for their character doesn't mesh with what shows up on-screen.
In other words, the way I see it: you either suffer a loss of personality by virtue of depicting a purposefully generic character; or you gain a greater sense of a distinct personality at the cost of being limited to what's been coded into the game. There might be a way to make up some middle ground there, somewhere; but no matter what you're probably going to be limiting yourself in some way or another.
I do have a couple of ideas that might be neat to see in Fallout 4, in relation to this. I'm going to assume that they're not going to go the way of Mass Effect (and they probably shouldn't - I already have one game that provides that; I don't need them all to do the same thing,) and instead trying to keep the "options" as open as possible, by way of not limiting the ways in which your character is able to emote within the game. And this is also with the idea that having your character appear on-screen in some manner is always a neat thing (since I'll have spent a decent amount of time making that face, it's always nice to see it depicted in the game every once in a while.)
1) During character creation, being able to select from a variety of personality archetypes. Nothing major, just something that has some sort of bearing on what expressions your character is going to be showing during cut-scenes. The risk here would be avoiding getting into caricature territory - if I pick "angry" as a personality trait, it doesn't mean I want my character to always be looking like a parody of some scowling evil guy throughout the entire game. Just something that can give the PC a bit more life during these cut-scenes, without looking out of place. Optionally, some manner of allowing the player to pick from a selection of "emotes" to use during cut-scenes (a la Fable 2; though hopefully something a bit more refined and advanced.) Of course, the problem there would be that you're really just limiting the player's imagination even more.
2) Probably out of the realm of something we'd realistically in a game any time soon, but it would be neat - tie the game into a camera that's capable of reading and itnerpreting facial expressions. The expression and emotions your character protrays in the scenes he/she appears in would be the ones that you, the player, would be showing as you play through the game.
3) Just keep things as they are in Fallout 3, where you don't really see your character at all during dialogue and such (or only from over-the-shoulder, or obscured views.) If you can't see the specific expression on your character's face, then there's no way it can contradict what you had in mind, after all..)