That's possible, but you haven't answered me how you would solve quality/quantity problem of the animations.
Pretty easy to do. I'm guessing based on my past years of doing this but:Let's take the example of the problematic ingame cutscene I pointed out:>>Made sure the animation idle pose was natural on Geralt's rig first and foremost. It's not currently. His arms are out too far from his lats. Actually, come to think of it I'd reduce his lat's a bit on the actual Geralt model. Maybe 15%. (This would take a couple hours tops.)>>Modified the rig on the guy in red with the torch to be more natural (no more bad back pose or weird hands away from body pose) (Same couple of hours)>>Relaxed the eyes on ALL the characters. They all have crazy eyes because they're open too much in normal state (dunno how many characters, but each should take 5 mins or so)>>Pushed the activation/hot box in so the soldiers/guards in the background would not be in attack pose, then not in attack pose. Or tell programming to turn off attack flags on the enemy AI's during ingame cutscenes. (5 mins)>>Pushed tech/tool guys to add in animation interpolation blending in (3-5 days from tools).>>Recentered the target camera position on the guys head (when it goes out of frame when he's talking). (5 mins)The lipsynching I'd let go as long as it's consistent across everything (that's a big job for a small team like CDP, I know I've done it).The only thing that would have cost some money was to have the tools/animation pipeline to support blends which is one of those subtle things that make a big difference.
About the games you have mentioned - they weren't really big in dialogs (God of War, Prince of Persia)
Good point they DID NOT have dialogue choices. But they were polished all around in every facet. Simply put, all the games I am pointing out have much, much bigger budgets than the Witcher.Larger dev teams. Mature, robust engines. etc. The benchmark for ingame cutscenes with dialogue will be Mass Effect. Not sure if Assassin's Creed is going this route.
simply didn't look real (especially Final Fantasy)
Final Fantasy is not supposed to look hyper real and frankly, neither does Witcher. It's a stylized art direction choice. Whether you like the art direction or not is purely a matter of preference.That being said, everything about Final Fantasy is highly polished. I don't even like the game per se, but I respect what that team has accomplished. It must have been a ton of work.Real to me is Crysis, Call of Duty 4, Assassin's Creed (somewhat stylized), Splinter Cell, etc. Those games are pushing the photoreal horizon.
And I wasn't extremely angry when writing the recent post - I just tried to make a point adequate to the character personalising me on this forum.
Hmmm... right. Excellent roleplaying then. I'm roleplaying that I believe you right now