60,000 lines of dialogue....

Post » Thu May 19, 2011 12:54 am

by comparison, Fallout 3 had 40,000 lines of dialogue and New Vegas had 65,000. considering generic NPCs are just generic NPCs this time around, i think this means good things for all involved.
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CArlos BArrera
 
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Post » Wed May 18, 2011 8:48 pm

Mark Lambert, the sound designer, said Oblivion has 37,000 lines of dialogue. There used to be double that but it was cut from the game for disk space.
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Roy Harris
 
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Post » Thu May 19, 2011 10:54 am

I googled for the amount of lines Oblivion had, and the only answer I came up with was 70,000
That doesn't seem quite right, however.
So I'm very unsure and would love to find out.
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Lauren Graves
 
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Post » Thu May 19, 2011 9:20 am

The current record for the most lines of dialogue in any video game (not sure if the book I read it in referred to all dialogue or only voiced dialogue, though) is 60,000 with New Vegas being the record holder. If Skyrim has over 60,000 lines (meaning about 60,000 lines), it either breaks the record or ties with New Vegas for the record. In any case, it's an impressive amount of dialogue and while I don't know the amount Oblivion had, I know Fallout 3 had approximately 40,000 lines of dialogue.
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Stacyia
 
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Post » Wed May 18, 2011 11:55 pm

Mark Lambert, the sound designer, said Oblivion has 37,000 lines of dialogue. There used to be double that but it was cut from the game for disk space.


For one thing, DVDs can hold at least 3 more gbs than Oblivion took up. For another thing, that was never stated anywhere. Feel free to try and find a source, but a legitimate one doesn't exist.
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Bambi
 
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Post » Wed May 18, 2011 10:49 pm

its a metric [censored] tonne thats all i know
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Laurenn Doylee
 
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Post » Wed May 18, 2011 9:09 pm

For one thing, DVDs can hold at least 3 more gbs than Oblivion took up. For another thing, that was never stated anywhere. Feel free to try and find a source, but a legitimate one doesn't exist.


How about Bethblog?
http://bethblog.com/index.php/2007/09/27/inside-the-vault-mark-lampert/

There are over 37,000 lines of spoken dialogue in Oblivion. Discuss.

Yes, it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully.

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Ashley Tamen
 
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Post » Thu May 19, 2011 11:05 am

It's close to New Vegas. That is a lot of dialog.
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Samantha Wood
 
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Post » Wed May 18, 2011 10:25 pm

How about Bethblog?
http://bethblog.com/index.php/2007/09/27/inside-the-vault-mark-lampert/

"Yes, it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully."

- Mark Lampert



Where, exactly, is it stated that DVD space was the reason? It could have simply been that the fee necessary for voice acting was too much for Bethesda. It also could have simply been time constraints limiting the time need to model all the characters or record all the dialogue for the writing. The fact of the matter is that Oblivion, having taken up only 4.6 gbs, did not fill up an entire DVD. A dual-layered DVD could, at the time, hold up to at least 8 gbs of space. Mark Lampert stated that the writers essentially got carried away with all the writing, not that they had recorded and implemented voiced dialogue but couldn't get it on a DVD so they had to scrap it. He never said anything about DVD limitations and if he did, he would be a liar. You can pretend DVDs are magically limited to only 4.6 gbs of space, but that doesn't make it so.
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jenny goodwin
 
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Post » Thu May 19, 2011 8:38 am

"Yes, it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully."

- Mark Lampert



Where, exactly, is it stated that DVD space was the reason? It could have simply been that the fee necessary for voice acting was too much for Bethesda. It also could have simply been time constraints limiting the time need to model all the characters or record all the dialogue for the writing. The fact of the matter is that Oblivion, having taken up only 4.6 gbs, did not fill up an entire DVD. A dual-layered DVD could, at the time, hold up to at least 8 gbs of space. Mark Lampert stated that the writers essentially got carried away with all the writing, not that they had recorded and implemented voiced dialogue but couldn't get it on a DVD so they had to scrap it. He never said anything about DVD limitations and if he did, he would be a liar. You can pretend DVDs are magically limited to only 4.6 gbs of space, but that doesn't make it so.


Who cares? You now know the number of lines of dialogue in Oblivion and that's all I wanted to show you.
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Reven Lord
 
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Post » Wed May 18, 2011 11:33 pm

"Yes, it would seem that our designers know no bounds when it comes to writing for our games. Also, consider this: at one point in development, there was almost twice that much! A figure was calculated and we knew that we could never fit that much into the game, so they all worked hard to hone it all down and still have it turn out so wonderfully."

- Mark Lampert



Where, exactly, is it stated that DVD space was the reason? It could have simply been that the fee necessary for voice acting was too much for Bethesda. It also could have simply been time constraints limiting the time need to model all the characters or record all the dialogue for the writing. The fact of the matter is that Oblivion, having taken up only 4.6 gbs, did not fill up an entire DVD. A dual-layered DVD could, at the time, hold up to at least 8 gbs of space. Mark Lampert stated that the writers essentially got carried away with all the writing, not that they had recorded and implemented voiced dialogue but couldn't get it on a DVD so they had to scrap it. He never said anything about DVD limitations and if he did, he would be a liar. You can pretend DVDs are magically limited to only 4.6 gbs of space, but that doesn't make it so.

Your still not right in this argument.. Even with your little paragraph above.
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Michelle Chau
 
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Post » Thu May 19, 2011 3:59 am

Your still not right in this argument.. Even with your little paragraph above.

How so? A DVD CAN hold several more gbs of space than 4.6 gbs.
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Claire Vaux
 
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Post » Wed May 18, 2011 8:23 pm

"I've heard others say the same"


Ha. Nice. Very nice.
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Bitter End
 
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Post » Thu May 19, 2011 9:36 am

I don't know about number of lines, but Oblivion had http://www.uesp.net/wiki/Oblivion:Voice_Actors voice actors, 4 of whom were unique to main quest characters (like the emperor, Martin, etc.).

Thirteen voice actors? All I can say to that is lol.
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Matt Terry
 
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Post » Thu May 19, 2011 1:26 am

Thirteen voice actors? All I can say to that is lol.


1 guy did 4 races.
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Sammykins
 
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Post » Thu May 19, 2011 4:41 am

Thirteen voice actors? All I can say to that is lol.

I wonder when we'll get some solid figures on Skyrim's amount.
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mike
 
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Post » Thu May 19, 2011 10:31 am

I think one of the international magazines stated 80+ voice actors.
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Sharra Llenos
 
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Post » Thu May 19, 2011 1:43 am

I′m happy with 60K lines but for a PC game space should never be a problem, unless they had millions of lines going far beyond what TB′s the average computer has these days.

But PC′s aren′t the only medium for games and I suppose the other mediums will catch up in a few years in a way where any number of sound clips will not make a noticeable difference space wise.

Do have to keep in mind that let′s say that all the lines are generic, then it′s 60K/20(10 races x 2 genders)=3000 lines. If 10% of the lines are not generic then we get 6000+(54000/20)=8700 lines.

With 6000 lines being unique and 2700 being generic. But I suppose any calculations that can be made will be messed up since it′s unlikely generic lines will be shared amongst all the race+gender combinations.
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Isabel Ruiz
 
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Post » Thu May 19, 2011 2:47 am

(not sure if the book I read it in referred to all dialogue or only voiced dialogue, though)

Definitely voiced dialogue. As I recall, Planescape: Torment was estimated to have about 800,000 lines.
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Jade MacSpade
 
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Post » Wed May 18, 2011 8:32 pm

50,000 of them involve mudcrabs, though.


Confirmed 35127 are for cliffraces the 20000 are about mudcrabs and the rest is rdanom stuff.
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Alada Vaginah
 
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Post » Thu May 19, 2011 7:26 am

Definitely voiced dialogue. As I recall, Planescape: Torment was estimated to have about 800,000 lines.


I know Chris Avellone loves himself some dialogue.... but 800,000? :o
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Jeffrey Lawson
 
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Post » Thu May 19, 2011 1:39 am

50,000 of them involve mudcrabs, though.



"I've heard others say the same"



Dreadful creatures.



Their pincers are sharp though.
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Ross Thomas
 
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Post » Thu May 19, 2011 3:38 am

60,000 lines....dozens of voice actors....

This should be sufficient.

=)
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Annick Charron
 
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