Better way of handling dialog

Post » Mon Jun 29, 2015 3:46 pm

I would wish that in Bethesda's next game speech dialog is handled just like statics. Each snippit of dialog is organized by voice type in the creation kit and you could preview it to hear how it sounds and use it in your characters dialog by simply dragging a copy of that bit of speech into the appropriate dialog box. And have their voice actors record a whole lot of generic bits of speech.

User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Mon Jun 29, 2015 3:28 am

I'm not entirely sure what we're talking about here... For like, Dialogue creation in the CK? To create randomized NPC dialogue in-game? Or is this about voiced PC interactions and dialogue?

Whatver the case... It sounds like am extremely cumbersome system that would more likely deliver awkward and disjointed dialogue.
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Mon Jun 29, 2015 8:00 am

if i get the op right, he'd like to have topic infos as objects that can be dragged from the object window and pre"viewed", just like, say, a sound marker.

and i'd like to add i've had just the same wish myself :-)

User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Mon Jun 29, 2015 12:57 pm

I think what he's suggesting is a system in which speech is recorded as phonemes, rather than as full lines of dialogue. These phonemes could be assembled into words and sentences in the editor, much the way we join together tileset pieces to build a dungeon.

User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Mon Jun 29, 2015 5:00 pm

totally not. the system with one use topics / shared infos etc as is is a pain in the butt, really. hardly could get any more awkward than that.

there's totally _nothing_ speaking against every info being available as an own editor object, wouldn't even require the slightest change to the actual dialogue hookup system

User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Mon Jun 29, 2015 4:04 pm

definitely don't think that's what he meant.

definitely not what i meant anyway.

(and wouldn't make much sense anyway, instead of the phoneme type system you describe they could just as well create voice audio at runtime, would burn down to about the same without having to endure endless manual tediousnes :-)

User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Mon Jun 29, 2015 4:21 pm

I think we're talking about different things. I'm.interpreting it as a system where you assemble responses based on stored sound bites, rather than full lines of dialogue, and can preview your assembly before committing. The last of punctuation control, delivery, intonation or even contextual relavence in such as system would obliterate any immersion or cohesion in the dialogue mechanic.

If, instead we are talking about voice dialogue for the PC, but with a preview function (click and drag is out of the question) to double check the exact wording before your character actually speaks... Well, functional, I guess, but not particularly good. It's still clunky, basically forces you to listen to the same thing at least twice, and makes real-time conversation virtually impossible.

I don't really see any way to make such a system functional, let alone good.
User avatar
Anna Beattie
 
Posts: 3512
Joined: Sat Nov 11, 2006 4:59 am

Post » Mon Jun 29, 2015 5:17 am

That's how I understood his references to "bits of speech" and treating these bits of speech like statics. We'll just have to wait until he comes back and tells us what he meant, I guess.

User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Mon Jun 29, 2015 12:34 pm

ok then, to sort things out:

what i want and thought the op wants too: topic infos to be reusable audio objects

what the op really wants: ...? :-)

(i just took "bits of speech" = "topic info")

User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Mon Jun 29, 2015 4:14 am


What are we talking about in regards to 'Topics'?

Like, Nazeem has a topic about Contracts. Do you want to be able to ask everyone about Contracts?
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Mon Jun 29, 2015 2:18 am

_i_ am talking about topic infos (the actual line an actor says). can't speak for the op :-)

anyhow, just that the audio is an editor object instead of an audio file on your hd doesn't change anything about who that audio is available for, it'd still be just the audio and you'd still have to use it in an actual dialogue after all

User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Mon Jun 29, 2015 2:47 am


Oh, so you're talking editor. Ok, there's where we've wandered appart. Having lines of dialogue handled.as editor objects would make managing dialogue much easier. In the Editor, anyway.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Mon Jun 29, 2015 5:35 pm

this.

and even more, not need to copy or make a shared info from every single line you'd like to use (not even talking about FINDING fitting lines to piece together your dialogue)

User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am


Return to The Elder Scrolls Series Discussion

cron