American - Actor | -
'Dungeons and Dragons' has evolved over the years, and so has the community that played the game. It had a lot of lingering stigma from the anti-'D&D' movement of the '70s and '80s - this kind of idea that 'Dungeons and Dragons' is only played by the lowest of the low basement dwellers - that has kept people from being comfortable talking about it.
Matthew Mercer
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I've worked on a lot of fighting games, so I was very used to the idea of combat sounds.
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I try desperately to try and figure out how they'd react to different scenarios. That's part of what the DM's job is: to try and know their players well enough to where they can build encounters, challenges, and be like, 'I think they would do this in this scenario, so I will go ahead and prepare a few options based on this.'
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Time and time again, the players constantly surprise you and often not do at all what you expect and completely muck up your preparation, and that's kind of the beauty of the game. It wouldn't be as fun to the DM if everything worked out exactly how you thought it would.
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The difference between 'Resident Evil: Damnation' and 'Resident Evil 6' is in 'Resident Evil 6' we did facial mo-cap, along with the voice over. We had these little reflectors glued to our faces and these head pieces in this room filled with light with about 40 cameras.
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A lot of games and voiceover projects, they're not giving the actor a lot of context. The actor, no matter how good they are, might not be able to deliver a performance that fits the action.
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I prefer ensemble casts, but with games like 'Resident Evil 6,' where there's just so much dialogue and recording mo-cap, or with 'Resident Evil: Damnation,' where the story pace is already set by a previous set of mo-cap actors, it makes more sense to do it individually.
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'Resident Evil: Damnation' was physically mo-capped and recorded with the mo-cap actors first, so there wasn't a whole lot of flexibility with timing, so it was more stringent. We had to go in individually.
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I consider myself a better storyteller than a Dungeon Master.
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The rules - I think that's one big thing that people seem to get caught up in is that I have to know all the rules... But, one thing you have to consider as a new Dungeon Master is you do not have to know the rules like the back of your hand.
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There's an old-school gatekeeper mentality to some of the RPG community: 'It's unfair that somebody out there can make money on something that I worked so hard to make for free for my friends.'
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