Yep! The drive to be more cinematic and to cram in more story led us here.
Regarding mocap actors, how much of their work goes into the animation for the player and NPCs, and how much goes into the cutscenes? Genuinely curious. If a studio was mocapping just for the animations, I imagine it would be a lot cheaper (but maybe I'm making a dumb assumption)
So i'll be honest, i have never stepped a foot into a Mocap recording space. But i have worked on many games where it's utilized and sat through at least a dozen GDC talks on it.
So it varies studio to studio, game to game. some do it just for animation of movement (like what we did on Tiger Woods to get Tiger's swings) and there are some that use it for facial animations too.
Since i know the least about the later, i'll speak to the former. So in the Tiger series we would get Tiger to come in every few years to capture his exact swing (as it changes over time). However we did not bring in the other PGA golfers. Instead we brought in a few solid amateurs to do swing variations that we would attach to the other golfer's models.
In all cases the animation still has to be cleaned up. Partly due to the fidelity of the mocap, and partly due to the difference between a real human moving and how it looks on a 3d model and its rigging limitations.
It's like 3d laser scans of environments. It still has to be cleaned up and adapted. But it can help with accuracy and speed up the creation process.