New Interview On Bad Acting

Post » Tue Jul 26, 2011 3:46 pm

There's a new interview up on Eurogamer.com with the lead game designer Stern I think his name is. It's all about the mistakes that was made in Brink concerning the actor's acting, the story, etc. Nothing huge or important just a regular interview I thought ppl might like. I can't post link stupid Wii.
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Jade Barnes-Mackey
 
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Post » Tue Jul 26, 2011 2:37 pm

Not a bad read. I think they shot themselves in the foot with Mahayana's and Chen's actors. (spelling?)
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marina
 
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Post » Tue Jul 26, 2011 12:15 am

Splash Damage post-mortems Brink
>> http://www.eurogamer.net/articles/2011-07-25-splash-damage-post-mortems-brink<<

There were things in Brink that lead writer Ed Stern accepts didn't work.

Take repeated spoken lines, for example - Stern thought he could leave variation open to actors' interpretation. But in hindsight, that was "an absolute mistake".

"Do not leave writing to the actors," Stern instructed, speaking at the Develop Conference last week.

"Write out all of the alternate lines no matter how stupid you feel. I made an absolute mistake on that.

"I felt really stupid writing a script that said, 'Medic. Mediiic. I need a medic here. I need a medic. I really do need a medic. Medic here now need.' I just felt really stupid doing it. So I thought we'll get some basic ones and get some variations."

That lack of variation, magnified by a "critical periodic shortage of coders", meant lines of dialogue playing "again and again".

"That's my fault," accepted Stern. "That's nothing on the coding. I should have [had] more varied lines to start off with."

The performances of the characters in Brink were "a bit big", Stern admitted. But he said "bad direction" was to blame rather here than bad acting.

"It's really hard to judge the tone of a performance in isolation," said Stern. "I don't think there's any bad vocal acting, it's just the wrong size.

"It's obvious to the viewer or the listener, but that perspective is denied not only the performer but the director, because we don't get to hear that stuff in real-time in the engine; it's only after when we put all the ambient acoustic in, the music and all that stuff.

"The actor we had for Brother Chen ... he's fantastic. We just gave him bad direction."

Ed Stern, lead writer, Brink

"This was particularly a problem with accents. The actor we had for Brother Chen... he's fantastic. We just gave him bad direction. It just ended up being a bit big, and that was only apparent at the end and we couldn't redo it. That was my fault."

Another performance-related gripe of Stern's concerned multiple actors recording a motion capture performance together.

"There can be a lot of pressure when doing performance capture with several characters at once to show that you are doing full performance capture with several actors at once and to demonstrate that yes they are in the same place at the same time," explained Stern.

"Why would characters touch each other? How often do you touch anyone you're not related to or sleeping with?

"Battlefield: Bad Company did this absolutely brilliantly by turning their supporting cast, Haggard and Sweetwater, into idiots constantly shoving, tickling and rock, paper, scissoring each other. And it's not just Brink - lots of games contain all manner or gratuitous back slapping and collar grabbing and weapon gesturing and so on.

"In Brink we kept on having spitting and fist bumps," said Stern, who accepted again that "that's totally my fault".

"The thing is," he added, "it actually looked really good when we recorded the sample - it worked really well with the actors. It was only when we got it in game that we said, 'Ah it's kind of cheesy, isn't it?'

"When I'm in the office, the number of people who would go, 'Brothers!' or 'Men!'; 'Brothers! Men!'; 'We're shooting bad guys!'; 'Brothers! Men!' - your bad lines will come back to haunt you."

Splash Damage used many of those lines as 'buttons' - "the pithy thing that ends the scene".

"The classic example is CSI [Miami]," explained Stern, when lead character Horatio puts on his glasses and delivers a dramatically cheesy observation-[censored]-quip. The audience cheers. In Brink the buttons were things like, "Showtime!", "Let's do this!", "Safety's off!" and "Are you with me, Brothers?!".

"It felt like we needed a line to finish the scene, and honestly that was a mistake."

Ed Stern

"It felt like we needed a line to finish the scene," recalled Stern, "and honestly that was a mistake. You do not need a line you need an action. It just needs to be clear."

Finally, Ed Stern questioned the absence of the Founders, the creators of Brink's floating city setting, The Ark.

"They built The Ark; one does the opening narration, another does an audio diary. They do not appear in the game," said Stern.

"That was deliberate. We did not want a third faction; I didn't want a wizard to rule this Oz, because I wanted to say it was more complex than one character - one person's choices. And also we don't want them as non-fighting NPCs because The Ark is past the point of talking, it was all about force.

"Did this work?" he asked, "Was it fruitfully ambigious?

"Or was it just a bit confusing?"

A game Stern felt made next to no mistakes was Valve's Portal 2, which he described as "the greatest combination of premise, setting and player interaction we're ever likely to see".

Brink, a stylised multiplayer shooter, was released in May. Eurogamer's Brink review awarded 8/10.

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Susan
 
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Post » Tue Jul 26, 2011 11:22 am

Now that is a contribution,good on you tapgrillz.
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Rebecca Clare Smith
 
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Post » Tue Jul 26, 2011 3:37 am

Now that is a contribution,good on you tapgrillz.


no prob, it was nearly impossible to find the interview the way the eurogamer sites layed out so i figured this ways easier for everyone.
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Jeneene Hunte
 
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