TES has 10 races, each with both genders.
Fallout only has one playable race with both genders.
TES has 10 races, each with both genders.
Fallout only has one playable race with both genders.
Well depends, i want all 10 races to be in it and then voice acting would be difficult to do. So then scrap it. Unless they can actually get me someone that talks like a freaking Khajiit, then it is okay. But Fallout is just human male/female, and it is not the same franchise. Bethesda might not do voice in TES just because they are doing it in FO4.
Fallout does not have a silent protagonist. It never has.
The problem with the TES system of leveling attributes was that even if it looks well in theory it was pretty broken.
It worked in Daggerfall and Morrowind, both games had lots of skills, this gave good chance of getting good multipliers and they was easy at higher levels
Oblivion changes this, they removed many skills, they also put down training restrictions making it harder to level secondary skills, Oblivion was also hard at higher levels and an character with low attributes would have problems.
SKyrim solved this by removing primary skill, all skill use leveled you but high level skills leveled you faster. It worked.
They also removed attributes, replacing them with health, stamina and magic, I liked to separate them out but not removing attributes
They could done them more like Fallout specials who is more important in TES as races are not equal.
You could increase them with something like fallout intense training or perhaps an smaller increase instead of increasing health, magic, stamina.
Back to Fallout 4, if skill is replaced by perks its because they want to give out perks every level. As everybody raise skills to unlock perks or checks its lite reason to have an 1-100 scale
As for casuals and simple systems, why do MMO tend to have so complex systems? WOW is casual, it also have an perk system who is very complex far harder to understand than stuff like like leveling or spell making in Morrowind.
Have you played any tabletop RPGs? If so, when it was time for your character to speak, did you look for another player to provide your character's voice? Did it seem strange to you that all of the other characters were voiced but yours was silent? Most players would find it exceedingly odd were the game master to take over the job of speaking for their characters.
We agree that the protagonist is not mute. My point, however, is that the protagonist's lines are not unvoiced, not for players who are accustomed to giving their characters voice. They hear the voice well enough, and so for them, a voice actor's yapping is intrusive.
EDIT: But it is good to remember that in a computer RPG, it is the game master, not the player, who writes the dialogue for the player's character. It is reasonable to let the one who writes the dialogue be the one who chooses the voice for the dialogue, but some players would rather handle the voice themselves.
No... This is a wrong conclusion. Really. To voice the PC don't mean less voiced NPCs.
This is not how development work. Really... Recording is done after writing. Just because the player get no voice don't mean more time for NPC voices. They take as much time as they need in the studio after writing. And don't say 'So we have time for 60,000 lines... let's start to write!'
problem for the developer is that its far more competition for simple games and the customers are less loyal.
Mobile games is the extreme here.
Now the fun part is that players who get bored by dialogue is also likely to be bored by their character speaking.
On the other hand I admit it give more natural flow in the discussion.
One thing I wonder about is how much will the character repeat himself. Most of that you say is pretty much the same, Yes, No, i would love to help, I will come back to you I want to trade. NPC after oblivion has pretty much had their own lines even if they also say much of the same.
This is an obious moder resource for adding dialogue in quests, the character does not really has to say anything unique.
@Gizom the problem with changes in script and voicing will be the same if character is voiced or not only that it adds one more actor.
For a AAA game, you don't have to say I have X budgeted for 60000 line and must divide them up between the NPCs and the protagonist.
You say I need X for the NPC lines and we are having a voiced protagonist this time and will need Y more for this feature.
ZeniMax might come back and say why do you think this feature is needed and how will it help us reach the goal of surpassing the 1.2 billion dollars in sales for Skyrim.
But what is half a million or so investment for a voice protagonist in an hundred million budget if the expected sales is going to be well over 10 times that?
Skyrim had an 80 million dollar budget and took in over 1.2 billion in sales which is closer to 15 times.
ZeniMax is going to be careful with their money, but the last thing they are going to do is skimp on the budget.
So people just flat out ignore the reality of budgets huh?
Yes and no. Commander Shepard is always human, male or female, and military. But, can have several different backgrounds (places born, lives lived, past formative experiences) and can have varying personalities.
So, for example, my Shepard was female, a street kid and former gang member, ruthless (guilty of crimes against unarmed citizens), aggressive and violent towards enemies, strongly supportive of her crew but prepared to expose them to risk to get the job done. Other people might have had very, very different Shepards; noble, psychotic, diplomatic etc. with different backgrounds.
In that game the voice acting was done well enough that pretty much any character worked - or at least, I think so . Although, granted, they all had to have a universally accepted pan-American accent .
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I suppose there is a reasonable parallel between that game and FO4, in that in FO4 the character is always human, male or female, and (we guess) ex-military. Somewhat more constrained by the family set-up, though.
I think it did. Well enough that the voice wasn't mis-matched to the character. Sure, the different characters all had the same accent. But the different tones of voice for the different dialogues came through strongly, and if you were playing a certain character then you'd choose those dialogues that were appropriate to that character.
Obviously it wasn't perfect. You couldn't play as a wizened old postman or a pre-teens nerd
And, as I pointed out, FO4 has similar limitations to Mass Effect. You're playing a human. They'll have a US accent. They're a limited age range (old enough to be married and young enough to have a new baby). From the reference to the Veteran's Ball in the trailer, they're former military. So, as limited and as unlimited.
Whether those limitations are acceptable for a Bethesda Fallout game is another discussion - though since Fallout 1 & 2 did come with sets of pre-made named player characters as well as fully player specified, I don't think it's exactly an unforgivable crime
I feel the big question is not so much 'can it work', because I'm pretty sure it can. The big question is 'will it work'. It will certainly need both very good voice acting and careful design of the dialogues to ensure that a consistently played character has a consistent tone of voice, and that any variations of tone are at least context appropriate.
It will be easy for Bethesda to get it wrong, and hard for them to get it right, but until there's more information we won't know. We either hope or despair, depending on our own characters . I choose to hope... with reservations.