Ok, so first off just because one scene has animation, it does not mean that every other comparable scene requires animation.
And secondly I can assure you Ace is concentrating on the game while he makes it.
Not sure if it was the intent, but your post sounds very condescending.
Yes, I always tend to act like a kind person. (But with those who deserve it, of course, that is, the honest ones).
If your final comment was meant as a compliment, thank you for your kindness.
Regarding animations in general, there is a specific reason; "varying" between an animated and a non-animated state tends to be a technique used for three reasons:
- To reduce (save) the rendering time of an entire scene or scenes between updates.(time/work/money)
- (ties in with the point above) When a designer-animator, follows multiple projects/workstudies (or sits alongside other work groups), his or her time is limited in time by the number, so he or she uses the "flip-book" technique (especially in climax scenes, where there should be more involvement in frames and related renderings)
- Or if one is a novice developer/designer. (i.e., if you are at the 'beginning of your career as a developer-designer-animator, you tend a bit to confuse a generic VN from an animated graphic adventure )
For example, the design development of your game, is also very similar to this; you alternate between animated and "flip-book" scenes. (And I condescend here, too, as I like your 'other design work.)
An analogy in the IT field:
Windows, Gnu-Linux and Mac.
The first OS is a concetrate of graphical inconsistencies (we're talking about window design, menus, icons and a mountain of useless services that weigh down the system, so we're also talking about design/structural project), while on the other hand the last two OSs, graphically (consistency in the eyes) are a coherent and balanced amalgam. (The first OS has to sell in large numbers, so quantity, the last two (particularly the Mac) on the other hand focus on quality. (And it's no coincidence, if the design/project development environments in general, are much more mature in that 'ecosystem.)
Let's just say that I am one of those few people who likes a clean, consistent, balanced style. (I use a Windows optimized/cleaned by me and with minimal resource usage, but I have also used Gnu-Linux in the past)
And since anyway, these are two games I follow with interest, my suggestion still stands.
Thank you for your input.