And mind you, I'm tired of this trend of so many games mimicing movies myself, which is why I'd at least once see hundreds of people being dedicated to interactions, role-playing, improvisation, world simulation depth and quest design, as opposed to a good chunk of those people animating ever more complex 3d characterss so that they look movie-like during any sequence they speech and any action they engage in.
Well, Larian clearly doesn't think like you since they built and hired an entire studio dedicated to animations and many motion-capture rooms across other studios.
They just did a bad job on it.
It is all about immersion and verossimilitude. Key aspects of a true RPG.
Originally Posted by Larian
We’ve just opened up a new, dedicated motion capture space in Guildford, so while we have you here and we’re telling you things, we thought we’d give you a little peek behind the betentacled curtain into one of the most important tools in our storytelling arsenal: our motion capture tech. We have been working with motion capture for years, with mocap-ready studio spaces constructed at our offices in Ghent, Kuala Lumpur, Quebec and Dublin.
Having multiple locations has meant that each team could be empowered to try out new ideas, experimenting upon and refining animations without having to wait for another studio to come online. Having spaces across the globe also meant we could capture data anytime over the 24 hour period, allowing for continuous development.
That's kind of bizarre to me given how average the animations are in-game. I have to assume they're working overtime to get those smoothed out, they're obviously going hard on the cinematic style and with an entire studio dedicated to it, you'd think it'd be much better than what it is. Hell, a game like Outriders, despite all of it's issues, has more organic looking cutscenes than BG3 does currently.
i hope all the animation budget isn't going towards cinematic trailers, because while they look incredible, we only see those once in a game.