Page 50 of 127 FirstFirst ... 40 48 49 50 51 52 60 100 ... LastLast
Results 491 to 500 of 1266
  1. #491
    Player
    Alderton's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    112
    Character
    Alderton Morris
    World
    Cactuar
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Nemy View Post
    Well, between FFXI and XIV, i spent some time on competitive FPS and Fighting, where animation and gameplay were actually synonymous. How the character moved, in both of those genres was a game-changing part of the gameplay.

    That's why i think we need a wider definition of gameplay, that includes animation.
    That's so far detached from what we are discussing though. Even within the fighting game, it is more about the animations adhering to certain principles - frames in the animation, range of the attack, how 'telegraphed' it is - that, as long as the animations fit within those parameters, the animations could look completely different yet achieve the same goal. Basic actions between characters is a decent example - certain fighters will have similar (if not exact) lengths and effects of an action, but the animation will be completely different in order to give that character a unique style and look.

    Mechanics can drive animations, but that doesn't mean animations are the mechanic.

    That out of the way, that sill has nothing to do with basic locomotion anims.
    (4)

  2. #492
    Player

    Join Date
    Jan 2012
    Posts
    523
    Quote Originally Posted by Rukkirii View Post
    While the animations were nice, the development team's number one focus in A Realm Reborn is on gameplay so even though they were nice animations, the team made the decision to remove them.
    I support this!
    (4)

  3. #493
    Player

    Join Date
    Mar 2011
    Posts
    261
    Quote Originally Posted by Alderton View Post
    That's so far detached from what we are discussing though. Even within the fighting game, it is more about the animations adhering to certain principles - frames in the animation, range of the attack, how 'telegraphed' it is - that, as long as the animations fit within those parameters, the animations could look completely different yet achieve the same goal. Basic actions between characters is a decent example - certain fighters will have similar (if not exact) lengths and effects of an action, but the animation will be completely different in order to give that character a unique style and look.

    Mechanics can drive animations, but that doesn't mean animations are the mechanic.

    That out of the way, that sill has nothing to do with basic locomotion anims.
    Yeah i can clearly understand what you're saying, let's just call them what they are for this genre : Animations.
    (0)

  4. #494
    Player
    LlenCoram's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,593
    Character
    Llen Coram
    World
    Sargatanas
    Main Class
    Fisher Lv 80
    At the very least, I hope what was shown at the Live Event isn't what we'll have at launch... As pretty as the world is, suddenly seeing the characters we've grown to love start walking/running like something from the Elder Scrolls game will be really jarring.

    I wasn't worrying before, but dammit, I am now ><.

    EDIT: I understand getting rid of the start/stop animations, but why change the way we run entirely? I think I should jump in my time machine and hop forward to launch, 'cause now I'm in full panic mode and I wasn't before. Damn you forums!
    (10)
    Last edited by LlenCoram; 09-12-2012 at 06:36 AM.

  5. #495
    Player
    Nahaara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    786
    Character
    R'nangho Thorne
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I'd prefer they keep the movement animations from 1.0 for ARR tbh.

  6. #496
    Player

    Join Date
    Mar 2011
    Posts
    261
    Quote Originally Posted by Lirion View Post
    I support this!
    Supporting the easy way of downgrading where a work-around is almost always plausible.

    Yeah no.
    (9)

  7. #497
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Alderton View Post
    That's so far detached from what we are discussing though. Even within the fighting game, it is more about the animations adhering to certain principles - frames in the animation, range of the attack, how 'telegraphed' it is - that, as long as the animations fit within those parameters, the animations could look completely different yet achieve the same goal. Basic actions between characters is a decent example - certain fighters will have similar (if not exact) lengths and effects of an action, but the animation will be completely different in order to give that character a unique style and look.

    Mechanics can drive animations, but that doesn't mean animations are the mechanic.

    That out of the way, that sill has nothing to do with basic locomotion anims.
    What your saying here makes literally no sense. The reason animations are so spot on in a fighting game is because it looks like crap and is completely unplayable if the animations dont sync up to the players actions.

    I dont want my characters actions to have bad animations. I don't want to be forced to do Crappy looking backpedaling and strafing. I want to move like a person when I control my character. This is not 1995. It is not okay to sacrifice the most common aesthetic features in a game for unnecessary game play mechanics. No body wants backpedaling. No body wants contorted strafing.

    Give us Fluid Final Fantasy Character Movement.
    (9)

  8. #498
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    Running animation in A Realm Reborn is pretty much like FFXI. I'm fine with that.
    (3)

  9. #499
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Lirion View Post
    I support this!
    Support what?
    Another lazy decision that ignores the very possibility just so they can rush the game out and give it an unfinished flair.

    There really is no reason we can't have both except to get the game out faster.
    (12)

  10. #500
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
    Posts
    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    <-- will pay a month's subscription and delay just to rework animations D:
    (9)

Page 50 of 127 FirstFirst ... 40 48 49 50 51 52 60 100 ... LastLast