111,000 lines of dialogue

Post » Wed Dec 02, 2015 3:28 am

http://www.gameinformer.com/themes/blogs/generic/post.aspx?WeblogApp=news&y=2015&m=09&d=05&WeblogPostName=bethesda-completes-recording-of-fallout-4-39-s-111-000-lines-of-dialogue&GroupKeys=

So, just as the title says, Fallout 4 supposedly has 111,000 lines of dialouge.

I think thats a new record?

I do know thats 46,000 more then NV at least.

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i grind hard
 
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Post » Tue Dec 01, 2015 12:12 pm

In terms of the style of game, probably. Including MMO's with huge expansions, it probably doesn't have some of the bigger ones beat.

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Naazhe Perezz
 
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Post » Wed Dec 02, 2015 2:20 am

Well, these are voice acted lines.

MMOs are still mostly silent.

SWTOR might have it beat though.

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Jason Rice
 
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Post » Tue Dec 01, 2015 8:38 pm

SWTOR, and the likes, including VA's are the MMo's I was referring to. Probably should have elaborated. They aren't my strongsuit however. Never really go into them.

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Lynne Hinton
 
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Post » Wed Dec 02, 2015 2:23 am

You would think this might calm some of those it's not an rpg fears. Just saying

Then again some folks might be thinking 80000 of them lines are just Ron Perlman saying War war never changes in different tones o voice, and maybe pretending ta be a ghoul or a girl or bot. Though thinking about that hard, hell what a selling point I would buy it.

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Phillip Brunyee
 
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Post » Tue Dec 01, 2015 11:31 pm

110k lines spoken by the protagonist - that's not counting other npc's..

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Alister Scott
 
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Post » Tue Dec 01, 2015 1:27 pm

No, its 13k lines spoen by the protag

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Motionsharp
 
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Post » Tue Dec 01, 2015 1:19 pm

Not accusing of you anything, but do you have a source? :)

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Alan Cutler
 
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Post » Tue Dec 01, 2015 12:53 pm

http://www.ign.com/articles/2015/07/17/fallout-4-voice-actors-recorded-over-13000-lines-of-dialogue

>In an interview with Telegraph, director Todd Howard revealed that voice actors Courtenay Taylor and Brian T. Delaney have spent two years recording over 13,000 lines of dialogue each for the upcoming Fallout 4.

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Dina Boudreau
 
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Post » Wed Dec 02, 2015 2:32 am

This made me moist.
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Killer McCracken
 
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Post » Wed Dec 02, 2015 3:35 am

ninja'ed. :facepalm:

Well at least I was ninja'ed by an awesome possum, and not some average, everyday, run-of-the-mill possum.. :shrug:

which kinda makes sense since ya gotta get up pretty early to ninja the love-ninja.. :ph34r:

Well played marsupial of magnificence, well played :yes:

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chloe hampson
 
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Post » Tue Dec 01, 2015 2:14 pm

Posted this link in the original thread when this news broke: http://gaming.wikia.com/wiki/List_of_longest_video_game_scripts

When it releases Fallout 4 will have the world record for most voiced lines in a video game, although not lines total. New Vegas was the previous holder, and before that Fallout 3. It even beats out a lot of the other games on that list that are text-based RPGs or else that virtual novel thing ive never played. Good work, Bethesda.

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Conor Byrne
 
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Post » Wed Dec 02, 2015 3:36 am

Awesome is correct, 110K is the total overall. 13K is the Protag's

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Manuela Ribeiro Pereira
 
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Post » Tue Dec 01, 2015 4:44 pm

13k for each voice, meaning 26 in total. I wonder if the SS's wife or husband gets involved in the plot somehow. Since I plan to play one character forever, I'll be missing out on Nora's lines with my male character.

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Christine Pane
 
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Post » Tue Dec 01, 2015 12:56 pm

My guess is that whatever six you choose, after the tutorial, the other half will never be heard from again.

But, the child on the other hand...well, we'll have to wait and see on that. I do however, have doubts Beth would go through the time and trouble of having the baby's appearance dependent on the parent's looks, only to kill him ten minutes into the game.

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Portions
 
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Post » Wed Dec 02, 2015 1:43 am

Thing is, it isn't any time or trouble. They already had that appearance blending sorted for FO3, so the dad's appearance was derived from the player's chosen appearance. Heck, that might just be a basic feature of the face gen middleware or their face sculpt software.

And it'd be mad for the baby to look nothing like either parent (or they'd have to stick in a line about it being adopted).

Anyway, back on topic, it'll be interesting to see just where all these lines of dialogue come from. Will it be from more in-depth side-quests, from a much larger main quest, from the more in-depth companions, from more conversation between NPCs, or just evenly spread among all those?

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Auguste Bartholdi
 
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Post » Wed Dec 02, 2015 4:32 am

Agreed with this.

But I'm curious as to how the Sole Survivor is going to look after a baby (even within solely the narrative) presuming it does indeed survive the events that transpire in V111?

Unless the baby is a protracted plot device over the course of the game; being kidnapped by unscrupulous sorts until a final resolution near or at the end of the game?

I'm intrigued to see how Bethesda implements a baby without imposing it on the character (in regards to the narrative) or the player as some sort of game mechanic (unless codsworth becomes the de facto father)...

Edit:

This is conclusory, but there has to be something salient we're ignorant of in regards to dialogue.

Presuming that Fallout 4 is roughly the same size (world size) as FONV and FO3 with an equivalent amount of NPCs, that would imply that every NPC on average would have possibly double (or more) the dialogue of the NPCs in FO3 or FONV.

Maybe this is just blind cynicism but I have considerable doubts that this is so.There might be a new feature that requisites such an aggrandizement of dialogue, like T.V shows as well as radio channels for example.

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YO MAma
 
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Post » Tue Dec 01, 2015 11:50 pm

This statistic definitely makes me happy to hear. I was very concerned about dialogue options.

Does anyone know how this statistic stacks up to the elder scrolls games' dialogue, by any chance?

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CORY
 
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Post » Tue Dec 01, 2015 2:20 pm

Should have made it 111,111 lines of dialog to correspond to Vault 111

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luis dejesus
 
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Post » Tue Dec 01, 2015 10:38 pm

Todd Howard said the world size is about the size of skyrim, if the mountains were flattened/not taking up all that room. I highly doubt there will be more dialouge per NPC, and thank god for that. I hated the insane amount of dialouge that Graham had at the start of honest hearts. Or maybe it was just too much too quick.

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Hannah Barnard
 
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Post » Tue Dec 01, 2015 11:52 pm

or, 11-11-11...something I'd rather not be reminded of too much.

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Jonathan Montero
 
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Post » Tue Dec 01, 2015 7:27 pm

I'm actually surprised by the amount of people here (in BGSF as a whole) who don't seem to find dialogue very important or who prefer to have less of it than more. I personally prefer as much dialogue as possible, as it gives me more immersion and more motivation to explore different areas and interact with more NPCs. I would actually argue that it would be objectively better to include more dialogue than less, due to the sole fact that, at worst, if one dislikes dialogue with random NPCs in towns, all they'd have to do is just not interact with those NPCs. The problem isn't fixable if the lesser approach is taken.

I'm very happy with this news, though, as it shows that they are definitely working on this. If I had to choose a voiced protagonist and an abundance of dialogue and NPC personality vs. a silent protagonist and Skyrim-esque dialogue options or worse, I'd take the former option any day of the year.

I can agree with that. I really feel like Skyrim was way too rushed and I think the gimicky deadline played a large role in that, all things considered.

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Izzy Coleman
 
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Post » Wed Dec 02, 2015 1:19 am

Bethesda sure does like the 1s
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Samantha Wood
 
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Post » Tue Dec 01, 2015 6:42 pm

Except Skyrim wasn't rushed, and the release date had nothing to do with cut content.

It's definitely not a 1:1 increase in every area, but I don't think you have to be so cynical. There wouldn't be 50k lines of regular NPC dialog and then 30k lines of radio pvssyr. I'm expecting generic NPCs to say about the same amount of things you'd expect them to say, but there will be more unique NPCs and they'll all have a lot more to say, like companions.

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~Sylvia~
 
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Post » Tue Dec 01, 2015 1:26 pm

Quite the contrary. "Rushed" is exactly the impression many of us get when we look through the game files.
To some of us who have pored over these files over the last few years Skyrim's unused game files feel distinctly different than the unused game files we see in other games such as Oblivion or Morrowind. In those games, content has obviously been cut out fairly early as a natural process of developing a game. This is a process all developers go through.
As an example of the way things are usually done, we can look at Oblivion. Examining cut content such as Sutch or the Chorrol Arena it is fairly obvious that these things were not cut at the last minute. Someone in the front office made the call to cut that content early in development. As a result, none of it is remotely close to being in a finished state.
Skyrim feels different. There are so many files so very, very close to being finished that one does in fact get the impression of employees working hard right up to quitting time on the very last hour of the very last day, after which the files were seemingly yanked out of their hands so that the game could go gold.
We will never know for sure. I cannot prove that 11/11/11 was a factor. You cannot prove that 11/11/11 was not a factor. The only people who can prove it are the employees at Bethesda and they're not talking.
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Juliet
 
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