And I suppose, you as the dev expert here knows this?
1. You are *assuming* that it'll take a lot of resources to make finishers in 3rd person, which is not necessarily true. Redoing animations to make 3rd person finishers look the same as the current 1st person finishers may take some time, although it's debatable how much resources it'll actually take. There are alternate ways of making the cut scenes which may not require completely new animations to be created from scratch (actually, I don't see why you'd need to do this, even if you wanted to make them like the 1st person animations). You could for example, simply make the 3rd person cut scenes be simply a recording of a bird's eye camera view (but a fairly close up one) of geralt fighting. All the necessary fighting animations are there, and even if a top-down camera doesn't already exist, that kind of thing is trivial to add.
2. Most people are not asking for 3rd party cut scenes instead of a 1st person cutscene. If you look closely at the complaints, there are mostly about the entire animated cut scene breaking the flow of battle, Geralt being placed wierdly after cut scenes, the animation being distracting, etc. Disabling is a viable option:
- You assume that losing the opportunity of one-hit kills will break the combat system. How so? If you don't have a build with a high crit rate, you don't have many one-hit kills either. I would appreciate the option of turning off animations even if it means losing out one hit kills. Although I may only do this for some parts of the game.
- You seem to assume that disabling them will mean we lose the opportunity of one-hit kills. How so? In order for a one-hit kill to happen and the animation to be triggered, the enemy must be in some stun state. Then you must actually hit, the hitting causes the animation to be set off. Why can it not be, that when you actually hit, instead of the animation being set off, the enemy just loses all HP (damage = remaining HP) and drops dead (like every other enemy)? Even for group finishers, a possibility is that when the finisher is triggered, the enemies that would have died in the animation simply lose all HP and die. Admittedly this solution is not very elegant for the group finisher, but I see no problems with it for the ordinary finisher animation.
Maybe we should stick to player suggestions (I want this and not that), and let the people who actually know about the dev process decide what is possible and what is not.