Originally Posted by cgexile
Originally Posted by Tuco

Originally Posted by mr_planescapist
Where is the humor??? lol
Have you been watching these <animated> cinematic dialogues?? Monty python levels of humor there.

The head movements/ body movement while listening.
Long pauses between lines
Starting dialogues behind objects.
Dipping your weapon then starting a dialogue.
Unresponsive lifeless companions in the background while in conversations.

...Nothing of what you are listing is about humor, though?
These are visual glitches and rough edges in the current state of the presentation/production value.

Because of this I wonder if they are limited in what they can do when it comes to theatrics? A lot of the humor is conveyed through voice acting theatrics.

A lot of the stuff in the game is achieved through motion capture, so to capture all the various funny gestures and whatever else is probably not feasible, and therefore they have to tone down (dumb down) a lot of the light-hearted goofyness (that obvious a few in this thread don't miss and that's fine) that existed in other games.

1) The theatrics. 3D cutscenes absolutely don't limit what you can do with your voice actors after me ( As far as I understand that's what you implied here) BUT it does impact the end result. I think that's one of the main reasons Shadowheart for instance seems to be aggressive for no reason while without the close up on her face her words could sound differently. And that's why some jokes are delivered in one way rather than another.

2) Adapting the narrative to your technical limitations is a thing but when it comes to dialogues it's better to have the voice convey what you wanted to convey and worst case scenario the body language won't always follow together with it(The face most importantly will "suffer").

Based on what BG3 is+ the interview with Sven + common sense -> No, they intended to tune down the goofyness. But nevertheless, it's an interesting subject.

I'm digressing here, but most RPG's I played in 3d decided to ignore the body language and still rely on the voice. Especially if the character is saying something edgy/agressive it's easier to leave the voice dictate everything. They would do a close-up, make sure not too show the whole body. Body language being more meaningful it can very easily change the interpretation of the words. If done right, it helps convey the information. If done wrong it can mess up everything.

Different persons are working on each aspect! That's why it's so difficult to make sure everything is shown in the way it was intended. Shadowheart is my favourite example since in some lines she's shown as egoistic but light-minded(First discussion with her as an evil cleric was perfect). She's totally insulting my character but with open arms. There's no doubt she thinks mainly about herself but it's a normal discussion in the end. And then all of a sudden at the camp she uses very similar words but it looks like they didn't rework her idle pose and she comes up as a mid-crisis teenager.

Most of you have enough life experience to understand body language is a thing but for those who underestimate it check it out. It's quite fascinating how Gale " Death dialogue" would change if his arms weren't moving all over the place during his explanation. With arms crossed it would be safe to assume he's messing with you from "the other side". And how less funny it would be all of a sudden.

Alt+ left click in the inventory on an item while the camp stash is opened transfers the item there. Make it a reality.