From unnatural interaction to the next.

Post » Mon Sep 19, 2011 10:13 pm

I think we can all agree that the mechanics in place for conversations in Oblivion as well as Fallout was, well, dated. The zoom in and the pausing of everything else going around in the world did break any feeling of immersion the player may have had. Enter, Skyrim and a new, dynamic and natural way to converse with the people of Tamriel. Well, not quite.

Has anyone else noticed that in the scenes with the axe grinder (Alvor?) that he grinds his axe the entire time the player is conversing, or at least listening to him? He never takes his eyes off of the player and continues his work. While this is a good concept I think even the most skilled craftsman might just look, at least every once in a while at what they are doing. I feel like these conversations are equally unnatural if this is the case in every conversation. The NPC should look down, move around and go about his business all while talking to the player. While it is a good change from Oblivion's dialogue system I think this will grow old as well. Perhaps I'm alone in this thinking and I'm sure that many will justify how "easy it is" to do something like grind an axe and not look. But if you make that argument, you're missing the point. Conversations rarely take place where two people speaking to one another look directly into each other's eyes the entire time.

Again, good idea, but I think the implementation is lacking. Hopefully I'm wrong but the conversation we've seen in the video leaves me with little confidence that it will be different after November 11.
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John N
 
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Post » Mon Sep 19, 2011 3:31 pm

what?! the conversation is flawless.
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Janette Segura
 
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Post » Mon Sep 19, 2011 5:25 pm

To be honest, I preferred when it zoomed in onto the face of whoever you talked to. It just made sense to me, if I'm going to talk to someone I concentrate on them only, that's how I interpreted the zoom-in. :tops:
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Peter lopez
 
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Post » Mon Sep 19, 2011 7:41 pm

what?! the conversation is flawless.

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Alex Blacke
 
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Post » Mon Sep 19, 2011 4:11 pm

I stopped reading entirely because you fail to notice that it was not the complete/full game, and was less of a demo.
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Causon-Chambers
 
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Post » Mon Sep 19, 2011 11:16 am

To be honest, I preferred when it zoomed in onto the face of whoever you talked to. It just made sense to me, if I'm going to talk to someone I concentrate on them only, that's how I interpreted the zoom-in. :tops:



Ditto :thumbsup:
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Dean Brown
 
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Post » Mon Sep 19, 2011 7:41 am

We've seen one conversation so far, i'm pretty sure the conversation will be fine.
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Jonathan Windmon
 
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Post » Mon Sep 19, 2011 9:24 am

Good day!
How are you?
I've been better. You?
I've been better.
I hope things get better.
*SNORT*
I saw a mudcrab by the water recently.
NO!!!
So I hear.
I'm through talking to you.

Sorry I just had to :biggrin: Now on-topic, I think since the exchange with the smithy was the only one we've seen so far, and at that it was from the alpha build, it's probably either been fixed or it doesn't happen all that often.
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Vickey Martinez
 
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Post » Mon Sep 19, 2011 10:40 am

Good day!
How are you?
I've been better. You?
I've been better.
I hope things get better.
*SNORT*
I saw a mudcrab by the water recently.
NO!!!
So I hear.
I'm through talking to you.

Sorry I just had to :biggrin: Now on-topic, I think since the exchange with the smithy was the only one we've seen so far, and at that it was from the alpha build, it's probably either been fixed or it doesn't happen all that often.


Or the all-time favorite:

Hello
Hello
I'm through talking to you.
Goodbye.
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Scared humanity
 
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Post » Mon Sep 19, 2011 7:10 pm

OP, notice how the next conversation in the demo was with the lumber worker, who talked to the player while not looking at him, continuing his work.
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Melly Angelic
 
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Post » Mon Sep 19, 2011 10:01 am

Did you see the conversation with Alvor from the TGS video, or Sven from the PAX footage? Sven even transitions mid conversation from standing still to putting his hands on his hips.
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Paula Ramos
 
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Post » Mon Sep 19, 2011 9:43 am

I agree that the conversation is flawless. I thought this would be about NPC interaction in terms of speechcraft, which definitely needs improvements from Oblivion.
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Nancy RIP
 
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Post » Mon Sep 19, 2011 11:36 pm

I dont think sharpening an axe takes a whole hell of a lot of concentration and on a grinding wheel it probally took a hot damn minute so I'm sure he wasnt worried about the axe going anywhere
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Sheeva
 
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Post » Mon Sep 19, 2011 3:19 pm

I agree it's kind of strange that he doesn't look at what he's doing while he's talking, but it's such a huge step up from Oblivion, that I will still forgive it immediately.
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Star Dunkels Macmillan
 
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Post » Mon Sep 19, 2011 8:18 pm

Oh my sweet jesus, could you nitpick the situation any further? Just be happy you're looking at a face that doesn't look like the product of inbreeding, and that you can move around the world as he speaks. Like you said, maybe he's a master craftsmen, either way it doesn't matter. I find it amazing that some people can be so critical regarding such malignant details.

Maybe you should make a mod for it when it comes out.
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Brandon Bernardi
 
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Post » Mon Sep 19, 2011 5:19 pm

I think we can all agree that the mechanics in place for conversations in Oblivion as well as Fallout was, well, dated. The zoom in and the pausing of everything else going around in the world did break any feeling of immersion the player may have had. Enter, Skyrim and a new, dynamic and natural way to converse with the people of Tamriel. Well, not quite.

Has anyone else noticed that in the scenes with the axe grinder (Alvor?) that he grinds his axe the entire time the player is conversing, or at least listening to him? He never takes his eyes off of the player and continues his work. While this is a good concept I think even the most skilled craftsman might just look, at least every once in a while at what they are doing. I feel like these conversations are equally unnatural if this is the case in every conversation. The NPC should look down, move around and go about his business all while talking to the player. While it is a good change from Oblivion's dialogue system I think this will grow old as well. Perhaps I'm alone in this thinking and I'm sure that many will justify how "easy it is" to do something like grind an axe and not look. But if you make that argument, you're missing the point. Conversations rarely take place where two people speaking to one another look directly into each other's eyes the entire time.

Again, good idea, but I think the implementation is lacking. Hopefully I'm wrong but the conversation we've seen in the video leaves me with little confidence that it will be different after November 11.


I agree with you. He should continue his work, and look at you every now and again. Maybe midway through is work he will stop completely and give you his full attention. Having this be random will definitely add to immersion. Maybe for one gamer, he just glances up at you every now and then. But maybe for the next gamer, he stops and gives you his full attention (maybe because you asked a particular question that piqued his interest, or whatnot).

Even if this is not fixed, in my opinion it's a vast improvement over Oblivion. The video we have seen of conversing and the NPC is changing body language and such is much more immersive than time stopping and a fixed camera on the person you're talking to.
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dean Cutler
 
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Post » Mon Sep 19, 2011 3:07 pm

I think we can all agree that the mechanics in place for conversations in Oblivion as well as Fallout was, well, dated. The zoom in and the pausing of everything else going around in the world did break any feeling of immersion the player may have had.


Once the game conversation-paused when a Mythic Dawn cultist in summoned armor was charging towards us swinging his axe. He was just frozen there in the background while we had our little chat.
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Tiffany Castillo
 
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Post » Mon Sep 19, 2011 8:26 am

I think we can all agree that the mechanics in place for conversations in Oblivion as well as Fallout was, well, dated. The zoom in and the pausing of everything else going around in the world did break any feeling of immersion the player may have had. Enter, Skyrim and a new, dynamic and natural way to converse with the people of Tamriel. Well, not quite.

Has anyone else noticed that in the scenes with the axe grinder (Alvor?) that he grinds his axe the entire time the player is conversing, or at least listening to him? He never takes his eyes off of the player and continues his work. While this is a good concept I think even the most skilled craftsman might just look, at least every once in a while at what they are doing. I feel like these conversations are equally unnatural if this is the case in every conversation. The NPC should look down, move around and go about his business all while talking to the player. While it is a good change from Oblivion's dialogue system I think this will grow old as well. Perhaps I'm alone in this thinking and I'm sure that many will justify how "easy it is" to do something like grind an axe and not look. But if you make that argument, you're missing the point. Conversations rarely take place where two people speaking to one another look directly into each other's eyes the entire time.

Again, good idea, but I think the implementation is lacking. Hopefully I'm wrong but the conversation we've seen in the video leaves me with little confidence that it will be different after November 11.

yeah its a little unnatural but not nearly as much as it was in oblivion what im worried about though is interactions between npcs allow me to quote one conversation i overheard in bruma " npc 1" *sniff* " npc2 " *grunt* " npc1 "GOODBYE!" npc 2 "Stop Talking!"
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sophie
 
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Post » Mon Sep 19, 2011 7:30 am

Oh my sweet jesus, could you nitpick the situation any further? Just be happy you're looking at a face that doesn't look like the product of inbreeding, and that you can move around the world as he speaks. Like you said, maybe he's a master craftsmen, either way it doesn't matter. I find it amazing that some people can be so critical regarding such malignant details.

Maybe you should make a mod for it when it comes out.


Just bringing it up. That's all. Not overly critical. I'm still buying it. And its a major improvement over Oblivion. I just found it odd looking as well for as much as Bethesda is promoting real-time dialogue. Either way, these were the replies I expected. Many attacks and a few good comments mixed in here and there. Also, a few people made comments about the wood cutter/lumberjack lifting the logs. I don't remember that part (as far as there being a conversation). It seemed like it was just a random comment. If, however, you can talk to this guy while he does it then that is good. If not, wouldn't it be a bit awkward if he had his eyes fixed on you while he lifted and placed each log.

Also, I love the people that talk about how its not hard to grind an axe. Again, you're missing my point. Even if you were a master at a particular task you're still going to look down at it every once in a while. That's all I'm saying. Look around. Put it down, pick up another one, etc.

Alright...

Let the flaming commence...
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Mélida Brunet
 
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Post » Mon Sep 19, 2011 11:43 pm

Ditto :thumbsup:

I'm glad I'm not alone in that regard, it's a feature I'll miss in future Bethesda titles. :(
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Stu Clarke
 
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Post » Mon Sep 19, 2011 9:08 am

Snip

Didn't see the conversation with Sven, did you?
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Alister Scott
 
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Post » Mon Sep 19, 2011 4:58 pm

I just hope there is enough variety to last us awhile (that being over 60 hours), so it doesn't get old as quickly.

But there is ALOT of dialogue this time around, so we'll see?
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gary lee
 
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Post » Mon Sep 19, 2011 10:40 pm

Theres a video on youtube where you talk to a man in Riverwood and it was even more amazing than the Alvor-conversation. The man was standing and moving occasionally, it felt so natural and organic the way he behaved during the conversation.
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Anna Krzyzanowska
 
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Post » Mon Sep 19, 2011 9:48 am

The water wheel in the background of that conversation makes it all worth it. It may be a little awkward when a NPC's is in the middle of an animation, but I imagine it'll be perfect in most situations. Imagine talking to someone at a bar at night, and the whole place is bustling around you. Wayyyy better then the frozen space time continuum we had in FO3/NV/Oblivion.
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Vicky Keeler
 
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Post » Mon Sep 19, 2011 11:57 pm

The water wheel in the background of that conversation makes it all worth it. It may be a little awkward when a NPC's is in the middle of an animation, but I imagine it'll be perfect in most situations. Imagine talking to someone at a bar at night, and the whole place is bustling around you. Wayyyy better then the frozen space time continuum we had in FO3/NV/Oblivion.

Yes, taverns and interiors will feel much more lively as well as traveling with a companion.

@Erginho That was Sven.
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Kelli Wolfe
 
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