FuLl VoIcEs

Post » Sat May 28, 2011 10:06 am

Aside from the TTS engines brought up earlier, there is no such thing as getting more content out of voice by optimizing or better designing the dialogue system. The only way there is going to be more believability and content with full voice is to spend money hiring 2x or 3x more voice actors to read aloud 10-20x the lines. And either they'll have to cull the number of NPCs to the extreme, or they'll have to pull money from other places in design, making other mechanics more shallow at the expense of more voice acting.

This is true. There are so many advantages to the typed dialog system, perhaps the most prevalent being the advantage it gives to modders. Aside from incredibly organized mod teams who manage to hire voice actors, it was awkward having custom NPCs in Oblivion who were dead silent. At least with the adoption of Morrowind's system (or something similar), there would be consistency to all the NPCs.

Some people say Morrowind's system is boring because of all the generic topic responses. This is just developer laziness, though! We don't have to have every NPC in town giving a generic eloquent spiel about all the services in the area. You can just type more and more responses, no need for additional voicework or anything. That's the beauty of it all.

I like to be able to imagine how my character sounds like, and what he/she says.

Definitely. One thing I disliked about many of the old BioWare and Black Isle RPGs was how you gave a sound set to your character. Pain and death is fine, but it was really jarring to hear your character speaking in a voice you probably weren't anticipating. Many people prefer to use their imagination to envision their character's details, or even pretend the character is themself. That's quite difficult if you're hearing Patrick Stewart's voice coming out of your character every other minute.
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Adrian Powers
 
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Post » Sat May 28, 2011 9:01 am

Yes, because once again, using a medium that allows you to actually put content in your dialogue system is totally a step back. All that extra content and substance it provides is totally meaningless, and Oblivion wasn't at all a giant step back for culling it out.

Aside from the TTS engines brought up earlier, there is no such thing as getting more content out of voice by optimizing or better designing the dialogue system. The only way there is going to be more believability and content with full voice is to spend money hiring 2x or 3x more voice actors to read aloud 10-20x the lines. And either they'll have to cull the number of NPCs to the extreme, or they'll have to pull money from other places in design, making other mechanics more shallow at the expense of more voice acting.


I understand where you are going but today games are made for a bigger audiance and therefore they have to be able to please everyone. By going back to text based dialogues they wouldn't please the majority of buyers as it would feel as a step backwards and I'm sure they would rather sacrifice some content and depth to gain more buyers.
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Kayla Bee
 
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Post » Sat May 28, 2011 1:31 am

I understand where you are going but today games are made for a bigger audiance and therefore they have to be able to please everyone.

http://nooooooooooooooo.com
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remi lasisi
 
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Post » Sat May 28, 2011 10:01 am

I understand where you are going but today games are made for a bigger audiance and therefore they have to be able to please everyone. By going back to text based dialogues they wouldn't please the majority of buyers as it would feel as a step backwards and I'm sure they would rather sacrifice some content and depth to gain more buyers.

Eh. It's certainly debatable one way or the other. That brings in weighing between niche gaming and melting-pot gaming, whether the latter process is or isn't a a financial bubble that will eventually bust, and whether or not melting-pot gaming represents short-term marketing strategy, whereas more niche focus represents long-term marketing strategy.

I'm personally on the side that the "please everyone" marketing tactic is not as feasible or profitable in the long-term as "picking a fairly wide niche and pleasing it." It remains that the difficulty and failure rate of pleasing a group exponentially increases with the group size. If they truly try to please everyone in the long term, they'll end up continuously and reliably pleasing no-one. And their long-term sales will reflect that.

Whether or not their marketing department agrees with that and holds the same definition of "fairly wide niche," who's to say? Is it more than likely that TES:V will ship with full voice? Probably. Does that negate the benefits of text? Nope. Does that mean that Bethesda will meander down that slope of pleasing everyone just by adding text? Unclear, I suppose.
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Camden Unglesbee
 
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Post » Fri May 27, 2011 10:32 pm

I'm sure they would rather sacrifice some content and depth to gain more buyers.

Just because that is probably what Beth is going to do doesn't mean we should just resign ourselves and not hold them to higher standards.

Besides, all that uncompressed dialog takes up huge swathes of space on the disc - even when you had all three Mer races using the same VA'ed lines. You'd have to have an extra disc with dialog on it if you wanted to have lots of VA's lines with different content voiced by multiple Voice Actors.

The dialog content loss from TESIII to TESIV is vast. I couldn't ask any NPCs about places to visit, advice, their opinion about guilds, the Empire, religion, other races, recent events, politics, other locations in Cyrodiil, flora, fauna, monsters, geographic locations, features, landmarks, and on and on and on. All this extra content makes the NPCs feel as though they really are connected to the land, the game, the setting. But, in TESIV, I got the feeling that the NPC in Bruma would know as much (or, rather, as little) as an NPC in Anvil about any topic. There weren't even really many town-specific rumors.
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Invasion's
 
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Post » Sat May 28, 2011 6:11 am

1 thing that could've been done in MW is to provide a little more variety in the answers to some of the questions.
It got a little monotonous when you read the same thing for the 50th time. 1 example is when the Khajiit describe their race. There are several different answers they will give if you ask them about Khajiit whereas other races every member of the race gives the same answer. Obviously it couldn't be done with every subject but a variety of different answers to a particular question is much more viable with text than with speech.
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Travis
 
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Post » Fri May 27, 2011 8:59 pm

Just because that is probably what Beth is going to do doesn't mean we should just resign ourselves and not hold them to higher standards.

Besides, all that uncompressed dialog takes up huge swathes of space on the disc - even when you had all three Mer races using the same VA'ed lines. You'd have to have an extra disc with dialog on it if you wanted to have lots of VA's lines with different content voiced by multiple Voice Actors.

The dialog content loss from TESIII to TESIV is vast. I couldn't ask any NPCs about places to visit, advice, their opinion about guilds, the Empire, religion, other races, recent events, politics, other locations in Cyrodiil, flora, fauna, monsters, geographic locations, features, landmarks, and on and on and on. All this extra content makes the NPCs feel as though they really are connected to the land, the game, the setting. But, in TESIV, I got the feeling that the NPC in Bruma would know as much (or, rather, as little) as an NPC in Anvil about any topic. There weren't even really many town-specific rumors.


What you say is true, but I still doubt that going back to text is the right way to go. Instead they should focus on improving the voice based system, which can be done well if money and time is focused on the right things.
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Hearts
 
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Post » Sat May 28, 2011 10:02 am

First of all, consumers do not pay a large amount for the voice software in GPS devices. I don't even know where you get that idea. If you're going to try debating this, at least try doing it with facts.

And second of all, the cost to cover what cost there would be for a TTS engine would be more than covered by the savings from not hiring voice actors for every single word said by every last NPC. Not to mention the studio recording time, the editing, etc. They would save money by switching, not pay more for it. Their "sacrificing" would be having more money and time to do much better voice acting for the important NPCs.

I mean did you even listen to the voice acting done in Oblivion? And the horrible editing job from one speech clip to the next? They obviously bit off way more than they could chew trying to do that much voice acting. It was an ambitious gamble, but ultimately one with a very limited success.

I hate being wrong, but if you can show me evidence that I am, I will bow to your greater knowledge. Additionally I did listen and totally agree, voice acting in Oblivion is definitely not the way I want any of this to go, I was in support of going back to full text systems, with maybe greetings and very important main quest conversations being voiced.


Nvm, didn't see posts above.

Well, if they can do it, then I'm more than down for it. They most certainly will save money and recording time, as well as gain immense freedom for writing ability.

The main problem with voice acting is also its strength...In certain situations.
It is a corroborative work between the actor and the writer, if the actor isnt up to scratch or is not given the freedom to work to his full potential it is just as bad as bad writing, compare the much applauded dialogue in Uncharted 2, this fluidity and greatness came from the fact that all the dialogue was recorded with the actors together. They had the script and were given the freedom to bounce off eachother with improvisations and all the nuances of actually communicating. The downfall of Oblivion was that each canned line was disjointed from the last, there was no fluid transfer from oneline or character to another, they were talking at you in a bullet pointed fashion.
which is not how humans communicate.

Yes, I have. And I've seen the endless back and forth on their forums "Mark Meer is a terrible voice for my Shepard" "No he isn't, you are an idiot for thinking that", and "Jennifer Hale svcks at voicing Shepard" "You must be brain dead- she is fantastic" followed by threads of suggestions as to who would have been better.

I hope the pc is unvoiced.

QFT this is the point, when you provide the finished thing with bells and whistles on to someone who dislikes whistles and bells youre not winning any brownie points for the extra effort.


I like the text-based because it means NPCs can use my character's name. I like that, it seems really cool. I know, it's the oldest trick in the scripting book, but it still feels neat that an NPC will use whatever I type and respond with it. Kind of like those old DOS adventure games, or Scribblenauts (I've not played it first hand, only watched my sister play it). It adds a level of interaction, and even a level of humanity to the NPCs. Wouldn't you call someone by their name? That way, I don't feel like the nameless voiceless hero that the in-game history books record my character as.

This is possible with voiced dialogue as well in a way (except for names) as mass effect showed dialogue knows whehter shepard is male or female, saved the council or didnt, even though these changes are shallow at best they are still possible.
I would agree that it would be better in a text based situation though, allowing there to be more impact based on different player choices, as the cost of recording wildly alternate dialogue as well as scripted events is prohibitive.

Some people say Morrowind's system is boring because of all the generic topic responses. This is just developer laziness, though! We don't have to have every NPC in town giving a generic eloquent spiel about all the services in the area. You can just type more and more responses, no need for additional voicework or anything. That's the beauty of it all.

QFT also THE POINT!

What you say is true, but I still doubt that going back to text is the right way to go. Instead they should focus on improving the voice based system, which can be done well if money and time is focused on the right things.

Meh, it's a matter of taste I think, I read books and like to imagine peoples voices myself, or even better have a little bit of a soundbite fora character to use as a reference point, then imagine how that voice would say X, Y or Z.
This discussion is circular though, obviously money was spent without forethought on oblivion's dialog, and can be vastly improved by simply not thinking, what big name voice actors can we include, but asking "how do we make conversations sound genuine."
Just to burst the Mass Effect Bubble people have been playing with I was vastly displeased by the mood changes in dialogue if you chose certain replies followed by others, this might work if you had some ameliorating dialogue on the players part inbetween say an angry statement followed by a calfly spoken one, however that was not the case, and even in the ones that did play out like that, the lack of a player voice made it feel a little off to think that NPCs would jump from one emotion to another in their speech...
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Emily abigail Villarreal
 
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Post » Sat May 28, 2011 9:22 am

Not necessarily. As has been pointed out, TES: Redguard had full voice acting, but the next game, TESIII, had only partial VAing (idle dialog, etc).

It would be foolish to consider text-based as less advanced. It is just a different method, but no less a powerful one for communication. It reminds of me of the folly of pride, where you'd cut off your nose to spite your face, refuse to admit mistakes even if it meant your downfall. In this instance, it would be unwise to simply dismiss text-based/partial VAing simply because it isn't what most game dev's are doing right now. Find out why people prefer full VAing - maybe players like the emotion that comes across in VA'ed dialog. Then, try to offer the same experience with text-based dialog by finding ways to incorporate cues for emotion, tone, pitch, etc.


Trust me, I never dismissed text-based dialogue because "it's what everyone is doing". It can be stated though that while TES series has it's own distinct style, it would be foolish to get rid of something as major as voice acting. I've played tons and tons of games withough VA just fine, a lot of my favorite game are in fact voice free. As stated earlier though, Redguard was small enough for full voice acting. Morrowind is extremely large and detailed and simply has far more dialogue to convey than Redguard did. I will say that while I like Morrowind better than Oblivion, quests felt more alive with VA in Oblivion. While they could try to convey emotion through text and it's certainly possible to do so, it is simply far easier to get emotion from VA. Also in a series like TES, it makes the world feel more alive and connectible in my openion. Then again, that is just my opinion. It would also be illogical for Bethesda to cut down voice acting. Why? Fun fact: We forum people are a pretty small minority of Bethesda's TES customers/buyers. I'm pretty sure the majority prefer VA over almost completely text based dialogue. In terms of customers, majority rules. Bethesda would not sacrifice mainstream or potential customers.

As I have said, I feel there's no going back once you hit the voice over mark.What Oblivion should have done is only added a portion of new VA compared to Morrowind, but then again that's too late to change that. What I guess TESV could do is present the same amount of VA if not a little more that Oblivion had more main topics to select, and then there would be an "Other Topics" topic. The camera would zoom out from the character's faces and then the more minor and numerous topics would be strictly text based. This would essentially be a combination of Oblivion and Morrowind's interaction system.

Bethesda should probably find ways to lessen the space of VA, and while I didn't really mind that like 25% of the population shared the same voice of each other in Oblivion, Bethesda should probably hire a few new voice actors. Bethesda probably shouldn't go for big names like they did in Oblivion (especially since Patrick Stewart's voice was only in the game for a brief period of the game).
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Kaley X
 
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Post » Sat May 28, 2011 12:44 am

Fully voice acted. Why take a step backwards?


you mean like using the same 3 people as voices for the entire population of Cyrodiil? yeah its furkin' scandalous, mang.

also, wheres the "go back to Morrowinds voice system"?
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Raymond J. Ramirez
 
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Post » Fri May 27, 2011 10:11 pm

also, wheres the "go back to Morrowinds voice system"?

Biased poll is biased.
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Kelsey Hall
 
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Post » Sat May 28, 2011 7:27 am

As many others have pointed out, this poll is incomplete and biased. The OP really should add options for no voice acting, or someone should create a new poll. Until then, I can not vote.

If I were able to vote, however, I would be in favor of a system closer to what Morrowind had. The introductions could be voiced, as well as a couple of relevant lines of conversation. The rest should be text. I like the idea of including a TTS program if the dev team were able to implement it in such a way that emotions could be conveyed, but otherwise it should all be text. Not only can you include vastly more content, but it is a hell of a lot easier to mod.
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Pixie
 
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Post » Sat May 28, 2011 9:16 am

Having them talk AND say your name would be VERY hard. Imagine, they'd be like "Oh hey! It Rashir!" *ITS RAZ'IR SHEESH* And everyone would get it wrong. No one would ever know your name. Also, add the option of NO voice dialogue. Morowind was better this way sort of, because they could enter your name and not fail ^_^
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pinar
 
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Post » Sat May 28, 2011 9:21 am

Having them talk AND say your name would be VERY hard. Imagine, they'd be like "Oh hey! It Rashir!" *ITS RAZ'IR SHEESH* And everyone would get it wrong. No one would ever know your name. Also, add the option of NO voice dialogue. Morowind was better this way sort of, because they could enter your name and not fail ^_^


If the PC's name(s) were to be included in conversation, then perhaps it would be possible to type it the way you would want it spelled, but then 'sound it out' for the TTS program as well. For example, my main PC character's name is spelled, RHEMAIUS, but for the sake of having the TTS program pronounce it correctly, I would have to spell it out REMAYOOS (or something to that effect). Then, whenever an NPC spoke my PC's name, it would be pronounced (somewhat) correctly, though it would still be written 'Rhemaius' whenever presented in text. I do have my doubts whether it would work, though. If it isn't possible this way, then it could maybe be worked out so that NPCs only refer to you by title/race, rather than by name. Otherwise, it is best to keep the majority of dialogue text based, IMO.
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Brittany Abner
 
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