Sadly, it's probably going to take another decade or two before it can be done "well enough" using artificial speech. Meanwhile, we're stuck with robotic parodies of a limited set of conversations.
Yes, the primary problem with Skyrim's "AI conversation" is that it's designed to be heard only once. But the game has hundreds of hours of potential content, but only a handful of "cities," so you're going to return to hear the same conversation, word for word, many times.
It would have been so simple to have added an extra generic greeting or two. Then you might hear, "Hello, good to see you again!" if the person liked you, and "Oh, not you again!" if the person didn't like you.
That, and some form of Oblivion's "background pvssyr," would have greatly improved the "atmosphere." As it stands now, the AI comes across as robotic; they repeat the same scripted phrase ad infinitum, and obviously only for the player-character's benefit.
Which is far more realistic in general interactions than you may think. Someone whose ever worked retail will recognise that most people just repeat the same conversation over and over again...
But yeah, they both have failings. But having a natural delivery, repeated or not, is less strange than the cobbled together bunch of sound bytes with no flow (and yes, they have some minor adjustments for disposition, but it's nowhere near realistic. Twilight has more natural delivery than Oblivion is capable of) Part of that problem is the atrocious voice acting in Oblivion, but it's also due to the fact that, because the conversation is assembled from pieces on the spot, you can't have the normal transitional flow of discourse. It's like those hilarious cassette conversations that should never fool anyone in cheap 90's movies.
I recognise that some may like it, but for me, natural conversation blends into the background, whether it's repeated or not. The clunky, cobbled together and unnatural conversations Radiant AI offers reminds me of the talking-toys isle at a store. More than pathing issues, more than weird glitches, more then small scale, it's a catastrophic immersion breaker. The only thing worse are the totally inanimate cut-outs in games like Assassins Creed and the Witcher (or even worse, Dragon Age).
Skyrim really brought back the sense of wonder and coolness Morrowind had and I really liked the northern barbarian atmosphere. I'm a big fan of classic sword and sorcery tales like Conan etc so for me it was a great setting\environment.
Oblivion was solid but a big letdown from Morrowind. I could not stand the leveling system with the creatures (bandits killing you with rare swords at level 30 etc). It was ridiculous. I still had fun with it but resorted to the mods out there to get into it.
Skyrim and Morrowind both kept it immersive for me for a long while although towards the end of Skyrim I didn't spend a lot of time in the "world" mainly because of fast travel.
Which brings me to this:
Bethesda needs to be careful going forward. After playing (and beating) Fallout 4 I had serious issues with immersion in that game. Basically very little sense of immersion. The problem was the settlement building which IMO should have been an add-on and not part of the game, the other? Fast travel. Not every market, lemonade stand or church needs to be a fast travel spot!
Yeah, this was something that bugged me in Skyrim as well.
I think that with the technical developments of now, we could probably get the dynamic nature of Oblivion's conversations but done in a less jarring/nonsensical way and improved on all accounts.
I think a lot of repetition could also be eased just with greater variety in voice acting and delivery.
I think really the optimal system would act as an improved hybrid of both.
Well, I don't agree. (And I've worked in retail. ) Skyrim's canned greetings are far more jarring to me, because they don't change.
And I think you missed my point. The game has hundreds of hours of content, but only a small number of NPCs, in places that you must go to, over and over. The repetitive scripted "introduction" does get noticeable on the 33rd hearing. And especially so on the 333rd hearing. The lack of a secondary greeting from NPCs who know you is ridiculous.
S'not better then canned lines that simply say "Nord." or "N'wah." over and over. Only time its bad is if something is bugged out, like Ulfric and Galmar's introductory banter, which is only supposed to happen once.
This is a problem that's really never going to be solved without taking out ambient phrases all together. Frankly its not something that has ever bothered me. Now, Oblivion's "quality" voice acting and obvious use of the radiant conversations...yeah, that was a bit much. If I can tell how a conversation is flowing and it sounds stilted and unnatural, that shatters the illusion for me far more then hearing a natural conversation over and over.
But Oblivion has the exact same problem. Except that it's assembling the exact same sound bytes in new and unrealistic ways from time to time, leaving everything sounding like a poorly assembled text-to-speech system. And it was further compounded by the fact that so many NPCs had the same voice actor, and the acting was so horrible.
You made me curious so I looked it up. Holy cow. This sounds like one heck of a fantastic mod. I love absolutely everything this mod does. I can easily believe him when he says he poured 6000 hours into this. It's very comprehensive and very well thought out. I am definitely giving this a try in my next game. Thank you so much for mentioning it.
In case anybody else is like me and hasn't heard about it and wants to read up on it, here is a link to the mod: http://www.nexusmods.com/skyrim/mods/65013/? by Arnaud dOrchymont.
I like oblivion's NPC banter, a lot of it is pretty funny to see how some NPCs react. some npcs are friendly to each other, some not so much. i still get a laugh if a high elf talks about mudcrabs to an orc, and the orc replies "STOP TALKING!".
actually i don't find it that repetitive unless stalking NPCs purposely.
sure it's repetitive, and can get annoying, but it's background noise for the most part, and adds to the ambience. ambience was sorely lacking in Morrowind, aside from windchimes and silt striders.
I agree with your posts so far but wanted to make a few points...
The thing about Oblivion's system, which makes it at least entertaining, is how funny it is. I treated Oblivion as a sandbox the most out of all of the TES games, rather than a world to immerse myself into. Combination of radiant AI and many other bad gameplay mechanics made the game itself hilariously funny. I remember after doing the DBH questline, I went back to that house which you do the "Whom Done It?" quest and purposely trapped every NPC in there. (The exit door's script is still set to not allow NPCs out) then fill the place with all sorts of gear just to see how the NPCs react and live in a small space.
It was hilarious. Especially if you primarily put essential NPCs in there.
Ofcourse, don't get me started on how the Imperial Guards seem to work... Completely immersive breaking but still rather funny and amusing that it even became a "meme" type of joke. (I usually hate memes myself).
To me, Oblivion is more of the joker in the classroom and still has it's moments. So it was worth playing but isn't as good as it's other classmates.
Also, the style of Ayleid Ruins are amazing and what made me want to explore them originally... But with almost all of them being copy-pasted, I've gotten really tired of them. Morrowind suffered the same thing with it's dungeons too though (a lot of Morrowind's dungeons are highly copy-pasted) but not as bad as Oblivion.
ESO is Zenimax, not Bethesda. Bethesda will continue working on their own singleplayer games as Zenimax works on ESO.
Gotta admit though, Zenimax does a good job with ESO when it comes to world and immersion. Really am enjoying it as an Elder Scrolls game myself.
Though I feel that TES6 is going to be Bethesda's biggest game... And I am really excited to see what Bethesda does with it. (I honestly even have a feeling that Bethesda doesn't necessary care as much for Fallout as they do TES. Don't get me wrong, FO4 is amazingly fun and enjoyable to play but it felt rushed. Some content felt missing or was changed to get the game out quicker or to better suit certain ideas. I kinda feel like Fallout 4 was mostly released just to get another Fallout out, since Fallout fans been waiting for a very long time already, and using Fallout 4 as a "distraction" while they work on TES6. Just my thoughts though).
In my opinion, to get Oblivion's system to work well. They gotta have to record every possible conversation dozens of times for every possible outcome and I'm talking about the whole conversation as a whole. That would be the only real to make it feel much better and more realistic. The newer consoles should even support this now. Though this could mean that sound files would be quite a lot of space but I feel that's the only way to get Oblivion's system to work. Trying to paste together different recorded lines makes it junky and feel unnatural/robotic.
Depends on how you look at it. Originally, Morrowind was very ambitious... having the whole province detailed by hand with all the Great Houses being joinable. Additionally, the threat posed by Dagoth Ur was supposed to be more immediate and severe. What we got, though, and despite numerous deadline extensions, was a game restricted to Vvardenfell, some Great Houses being relegated to the background (causing some unplugged plot holes with the main story), some places being moved from where they should be (Ebonheart moving from the mainland to the island), and a very minimal presence by the Sixth House (despite being told that their growing influence is causing riots, attacks in cities, and assassinations of high-profile GH members, we only get some "sleepers" that appear and taunt you at a specific stage of the MQ).
Similarly, one could argue that Morrowind tried to overextend itself, by hand-detailing everything (from the outside world to each dungeon), trying to make all interactions based on individual NPC parameters, hand-writing every quest, and going for "highly detailed" 3D environments with some voice acting. As a result, we got the smallest world of any of the main TES games, the shortest and least atmospheric dungeons, predictable and static NPC interactions, a finite number of side quests, and an over-emphasis on graphics rather than gameplay (because of those filthy console casuals, obviously).
Of course, saying all that, I'd also say that a game that doesn't have ambition is bound for failure. If you're going to push the envelope and do something you haven't done before, you need ambition, and I'd rather that ambition cause a few misteps than having no ambition and pumping out the same "safe" cookie-cutter game as sequels. For as much as I don't like Morrowind as a TES game, and as much problems as Daggerfall, Oblivion, and Skyrim also have, I'll still pick any one of them over most other games (especially with mods).
Fast travel is optional. Go figure.
I concur. It's best just not to have it, in my opinion. Makes carts/boats/horses much more worth it
It is actually quite easy. You just don't do it. Piece of cake. It is a lot harder to implement fast travel when you need if it is not there at all.
Didn't say I didn't want it. They can tone it down a bit though. Thats my point. My opinion.
If you want to tone it down, then tone it down. What can it possibly matter to me or you what someone else is doing within their personal single-player game experience?
What does it matter to you what I think? I think they should tone it down. Simple.
Not exactly sure how one can "tone down" a mechanic that is purely optional, especially in a series that hopefully has ships and carriages to function as a basis for Fast Travel as well.
Only thing that springs to mind is not making it seem like a dire need to utilize like it was in Fallout 4. The rate of Settlement attacks and the time you need to respond to them is a bit ludicrous.