#Conversation Camera

19 messages · Page 1 of 1 (latest)

twin robin
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https://www.youtube.com/watch?v=ohRo80URuMo

Hello!

I'd like to preface this by saying that I appreciate the cinematic/narrative director at Alkemia has their own preference on how this should work, and ultimately, it's up to the team on how they want to progress. I'm just sharing my thoughts as someone who works in the film industry, with regard to camera work.

So one thing that really threw me off during the Nyras demo, was the jumping between medium and close shots of characters during dialogue. Typically, medium statics are great for allowing the audience to ground themselves in the scene and let the actor (or NPC)'s body movement help sell the voice.

In the Remake, it appears that after every single sentence the camera changes to a new camera shot. As you can see in my video, the initial conversation with Diego goes through 4-5 transitions, based on sentence ends. His "All clear?" means we get jump from an extreme close up, to a medium shot, to a wide shot in a matter of 2 seconds. It's quite disorienting as a player/audience.

In Gothic 1 and 2, we see that the dialogue stays at the standard static wide/medium, often looking at the speaker from the OTS (over the shoulder) view of the listener. The camera also stays the same regardless of how many lines of dialogue the NPC is delivering, which means we can focus on the dialogue.

Anyways, I'm not sure this is something the team can fix @abstract shale this close to release, but perhaps there is an option to before then!

Cheers

Comparing the camera-dialogue work in the Gothic Remake (Nyras Demo) to that seen in Gothic 1 and Gothic 2.

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opaque acorn
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Some poeple love the face zoom and some hate it, probably an option in the settings to set either cinematic or legacy would be the best

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@abstract shale Have the dev team maybe tested the legacy camera? If yes could you post a screen or two?

twin robin
opaque acorn
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I also think the original camera was better, it kept focus on the conversation while showing the living world around, with such strong zoom the vibe is kinda lost in my opinion

muted ridge
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I think this is indeed good feedback

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Yes indeed

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If scenes change too fast it can be anoying

viscid prism
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Definitely. Too close and quick succession.
Kind of takes some of the immersion out for me, because I am forced to look where the camera is pointing, not where I want to.

abstract shale
# opaque acorn <@294487261188194304> Have the dev team maybe tested the legacy camera? If yes c...

I don't know if they tested the original camera.

The thing is that there is no intention to copy 1:1 everything from the original. In the example of G1 that you show in the video I see only 2 shots from the sides changing each other after changing a speaker.

In G2 there are 4 of them, but they are almpst the same, just a bit different angle.

The idea in G1R was to give different perspectives of dialogues in game from close shots, to OTS, to long distance shots (check the new Demo footage) etc.

Anyways I will talk to our cinematic guy about it =)

muted ridge
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All it needs imo is Gibson's recomandation

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To make sure angle doesnt get changed that often

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Otherwise, we may be inducing vertigo at some point

twin robin
viscid prism
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That's an odd analogy for a dialogue ^^

twin robin
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Yes, but still true lol - a lot of movies use the quick cuts in battle scenes if choreography is lacking or the actor/actress isn't as skilled at stunts/fighting (to hide when a stunt actor is used). We call them rapid-cuts and they're super common. The quick cuts of the dialogue close/far/close/far gives a similar dizzying effect - and should never be used in dialogue that rapidly lol.