Radiant Story - Random, Custom Tailored Quests

Post » Sun Jun 27, 2010 6:38 am

So many quests can be custom tailored to your play style, huh. Have they really found out a way to voice this completely? Or has my dream of dialog that not 100% voiced come true?

Basically, if the details of a quest can change depending on the situation, how can they possibly voice every single possibility without inserting words in robotically and making the quest giver sound like an automated tech-support line?

My personal hope? They simply choose not to voice some things. Let us read for the drudgery of Enter Cave A, Kill Foozle, Retrieve Thingamabob. Let's hear the voices for the important stuff. Non-voiced mod work would suddenly blend much easier with the rest of the game.
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bimsy
 
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Post » Sun Jun 27, 2010 8:02 am

Or has my dream of dialog that not 100% voiced come true?

:stare:

But I don't know, maye they've found away that it does. They might of spent stacks on voice acting.
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Alessandra Botham
 
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Post » Sun Jun 27, 2010 7:03 pm

Sorry, but once Bethesda's gone full voice, there's no going back.
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maddison
 
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Post » Sun Jun 27, 2010 6:18 pm

They will be fully voices, if more varied as they have told us so.

My guess is that the quests' main roles do not get picked randomly by available NPCs, and are fixed, but they dynamically place the same person in the place that they need to be, and that place is chosen dynamically in the course of the game.
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Catherine Harte
 
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Post » Sun Jun 27, 2010 9:26 am

I just realized that this is basically Elder Scrolls V: The Truman Show.
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Epul Kedah
 
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