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翻訳の問題を報告
Yesterday, we were counting with our lead designer Prokop Jirsa, how much we actually wrote for KCD2. So guess how big the script is?
2 2000 000 Words of dialogue
Or 11,000 typical screenwriting pages.
That's 100 scripts for a typical two-hour movie.
Or abour 25 average novels.
No no see again education is failing you. How many hours spent in cut scenes exactly? I have a 100 hours in the game and haven't seen cut scenes that would even add up to an hour of time so explain the math again.
Cutscene: a noninteractive video sequence that occurs between segments of a video game and depicts part of the game's background or storyline
FROM actual playtime 100 hours played. Not even 1 hour of cutscenes. That's actual experience what the words are don't matter here it's the impact it has to those ACTUALLY playing the game.
Do the math please.
Great so 100 hours. Not even an hour of cutscene time. Done. What's that equate to % wise?
What are you talking about? There is 1 hour of cutscenes in the first hour and a half of the game. LOL.
Yeah I figured as much. The answer is you don't know what you're talking about and are mad because you embarrassed yourself thinking you had some big argument only to fail and show everyone how bad at math and analysis you are and taking something you saw on the internet and running with it because you thought you'd have some big 'gotcha' moment in the steam forums.
Go outside, it's a big world out there.
KCD worked a lot different though - the tasks you were given had real impact, while the cutscenes mostly just explained more why things were happening. You were free to leave the mainquest be, and some things would just happen - and it was on you to clean up the mess you caused by inactivity. In KC:D2 the cutscenes explain whats going on, while you get unimportant tasks that either have zero consequences like carrying sacks of stuff, etc. or have such extreme consequences that the game auto-kills you when you time out or fail; all that while your impact on the way something is happening is minimal.
Best example for KC:D is the first big fight with Runts Gang - in the game you were a nobody at that time, so you got sent to spy on the camp in the forest, with the option to try and sabotage it. Makes sense to send someone disposable, and storywhise Henry doesn't decide anything, Sir Radzig does - but as everything depends on your report and sabotage the way the fight unfolds, to the point where the army attacks from, how many enemies there are, etc. is all influenced by your decicion. (Sidenote: You are able to leave, do something different, and come back the entire time while spying on the camp/sabotaging as its happening in the open world without invible walls)
All the details and action was in your hand, cutscenes were just the story around it - this game locks me in a wedding location, I have to do bs like picking up 40 pretzels, the actual fight against the guards is the cutscene, the attack on Lord Bergow is just mentioned in a cutscene...After that i get locked in the next location and can do a sneak bit between several cutscenes which seem to be always the same, or carry sacks of coal (three of course, bc everything in this game has to be done three times for no reason)...