Why do people like voice acting?

Post » Thu Nov 25, 2010 11:45 pm

I've read the thread, and I disagree with the arguments made against full voice acting. Partial VA is even worse in my opinion because it would stick out like a sore thumb, as you said; even if Oblivion isn't structured for less voice acting. Yes, I can read, and I do read the text that the NPc is reciting. But the voice adds so much personality and depth. I would take this depth over more quests, because without the voice acting, the game feels lifeless for me. Sorry. Its not worth arguing or debating with you because you just start insulting us stupid people who don't agree with you.


If you genuinely think that the sub-par voiced dialogue (and lack of it) is a good thing, then i guess i can say nothing other than what i've already said to convince you otherwise and will wish you all the best in your future gaming. I respect the fact that you can be the bigger man and walk away. Peace.

Me? I'll be the [censored], and will hang around for a bit longer to torment the stupids.

Step right up. Step right up.
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Bigze Stacks
 
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Post » Thu Nov 25, 2010 5:06 pm

I've read the thread, and I disagree with the arguments made against full voice acting. Partial VA is even worse in my opinion because it would stick out like a sore thumb, as you said; even if Oblivion isn't structured for less voice acting. Yes, I can read, and I do read the text that the NPc is reciting. But the voice adds so much personality and depth. I would take this depth over more quests, because without the voice acting, the game feels lifeless for me. Sorry. Its not worth arguing or debating with you because you just start insulting us stupid people who don't agree with you.


It's easy to be offended when someone tries to sway peoples opinions through misinformation. You claim to know what everyone wants and you back it up with made up statistics. The fact is these threads are the closest thing to an official study that we have.

What I do know is the majority of members of these forums, even yourself, are quite literate. Just look at any post. They're not perfect but compared to other forums they're pure gold. Obviously literate does not necessarily translate into "likes reading text". You're proof enough of that. But it does suggest the majority aren't "stupid console kiddies", even if they are console gamers. That tells me they may be open to more sophisticate types of gameplay and would be willing to sacrifice a percentage of voices to get that.

Edit: http://www.youtube.com/watch?v=vSzCwFu1dYY
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A Boy called Marilyn
 
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Post » Thu Nov 25, 2010 8:17 pm

I've never played Morrowind to be fair, but I really can't imagine a partially voiced sandbox game like Elder Scrolls to be partially voiced

It's just that I've played many other games and either they're fully voiced or fully not voiced, not in-between. There are games that are partially voiced but when the voiced part comes up, it's usually an important part which is either a cutscene with better-handled graphics or a CG, and when it's not voiced, it's usually a conversation with generic, unimportant, person.

I have to agree, I'm truly fine with partial VAs,it's just that when I see someone that is explicitly named, I began to think that s/he has a personality that s/he owns, and I can't imagine it because it is his/hers. I do think Oblivion should get more variety in voice acting, especially because not everyone in the entire race is born with the same throat, but what little special conversation the special people get are great.

Also, I can just click and the entire paragraph is skipped... why should you wait if you don't want to? Can't you do the same in console?
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Céline Rémy
 
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Post » Fri Nov 26, 2010 8:49 am

I prefer text over voice acting. Text gives the developers far more options as far as dialogue goes. I prefered the dialogue the way it was done in Morrowind over the way it was done Oblivion or Fallout 3.
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Spaceman
 
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Post » Fri Nov 26, 2010 5:13 am

Why do people like voice acting? And a point-and-click UI? Both severely limit what you can do in a game. At least with a point-and-click, the answer "consoles sell games" works, but voice acting? Really? So I have to sit there and listen (which takes substantially longer) to some people ramble on about the same few topics? Why not just have text, where I can quickly read through a huge variety of responses? Some voice acting can deepen the world and improve immersion, I'll grant you that. Some, not all or even most of dialogue.

Bethesda, you are wacky. You are known and loved for being wacky. Bethesda, you are bold. You are known and loved for being bold. Take a stand and do what you know is right. Heck, there are plenty of companies that would love you, give console users a reason to own that keyboard!


Completely agree with you. I much prefer Voice Acting turned off. I would rather read most of it. Most games the Voice talent is terrible too.....Although Bethesda's is decent even though Oblivion only had like 5 actors.

Also like using the keyboard, good post!
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Astargoth Rockin' Design
 
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Post » Fri Nov 26, 2010 1:34 am

I've never played Morrowind to be fair, but I really can't imagine a partially voiced sandbox game like Elder Scrolls to be partially voiced

It's just that I've played many other games and either they're fully voiced or fully not voiced, not in-between. There are games that are partially voiced but when the voiced part comes up, it's usually an important part which is either a cutscene with better-handled graphics or a CG, and when it's not voiced, it's usually a conversation with generic, unimportant, person.

I have to agree, I'm truly fine with partial VAs,it's just that when I see someone that is explicitly named, I began to think that s/he has a personality that s/he owns, and I can't imagine it because it is his/hers. I do think Oblivion should get more variety in voice acting, especially because not everyone in the entire race is born with the same throat, but what little special conversation the special people get are great.

Also, I can just click and the entire paragraph is skipped... why should you wait if you don't want to? Can't you do the same in console?


If your location is correct, then I can at least kinda understand where you are coming from. I used to be able to speak German fluently. It is a lot rusty right now. But I can still *hear* it and understand it just fine. Reading it? Well, that takes a whole lot of work. I'm functionally illiterate in German.

So, yeah, in cases such as that, voice acting makes sense.
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Stephanie Nieves
 
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Post » Fri Nov 26, 2010 5:43 am

First, let me add that not many people have played the older games, so they'll act on a standpoint of "MW vs. Oblivion" when commenting this. There is, indeed, not even a solid argument as to bringing full text back to the game, which evidences how much of this falls into the classical debate.

Well, for general information, the first game that introduced full voice acting to the series was Battlespire, not Oblivion. And even though the same things that can be said of Oblivion are also applicable to Battlespire, namely that it was meant as a more "action-ey" game, there are many things in which the same purported direction actually lead to very different results. Oblivion succeeded, while Battlespire flopped, as in it sold less than any other title in the series, including those that strove as hard to favour the story and the setting over action elements - namely Redguard and Morrowind.

For one thing, the stuff that makes a game sell is the same as any product out there. That certainly includes qualities, but there's much more to the element of advertisemant and brand perception than what is acknowledged here, where only the intrinsic features of a game are discussed. gamesas and computer gaming back in '96 were much smaller, while when MW was released it was done so in a key time of expansion of the fanbase AND without greater technical problems. Previous Bethesda titles were either too buggy or too plagued with incompatibilities, a problem which Todd Howard himself (who led the Redguard team) acknowledged as being the main cause of failure for the alternative TES branches.

So there's more to it than just a simplistic formula of "dumbing down gameplay - catering to the masses"; it all has to do instead with the posture of Bethesda as a company. And voice acting is part of this.

Namely, let me add that people have a false picture of past ©RPG's as being walls of text. Nothing could be more wrong - in fact, the only TES game that has actually featured intensive reading as part of daily NPC interaction is Morrowind, which comes well after the time of hardcoe PC CRPG's before the consoles came in.

One of the things that breaks immersion is exactly that, the NPC's are more like signposts, Wiki's, "sources of information" than "real" stuff. I've read some clever and insightful comments that the NPC's in Daggerfall, while not speaking a line of voiced dialog, behaved more like what they were supposed to be ("people") instead of catering to a player-centric information design. They didn't go overboard telling how this is, how the player should do, but when you asked them, they just greeted you in their manner, and the portrait gave the impression they were just actively staring at you, judging you, trying to appear as they liked, waiting for a question which they might as well not know the answer... Or just trying to end that up quickly. Or all of that. Dialogue was usually fairly straightforward and you felt they were speaking like in a "normal" occasion, instead of being a moving wiki readily disposed to inform everything from the Bad Daedra and Daedric ruins to the inner workings of the Indoril aristocracy. In sum, it looked like an usual, daily *conversation*, and the person appeared to have its own life and character inside. You may be surprised with this, but as long as a video game has that something which I romantically call a "soul", then it can be fairly vivid with the most modest of all means.

In fact, despite being a full text CRPG, Daggerfall had much less to read inside than Morrowind. It was diametrically opposed to the "Wiki" approach, and had the *old* Elderscrolls fellows the means to produce a fully voice acted game and name it "Daggerfall", they would. Actually they did this, and called it "Battlespire".

Again, as some have well nailed in this thread, the problem is not in the concept, but in its execution. I really don't care if their nex gen game is fully voice acted, as long as the voice acting has *character* inside: plausibility, depth, wit. Personality. I'm all in favour of more facial expressions to accompany talking because they are necessary, and anyone who disagrees with this really is not human at all for obvious reasons... And suffice to say I don't care if there are limitations if they do their best and are not afraid of them. Quality, and not method, is what matters - in the same way, I would not care if the next RPG Bethesda pumps out is fully texted. Which is unlikely, but I'm just giving my perspective here.

Now, as to the dumbing down of games as being the causal chain behind more voice acting... I would say that's preposterous. Again, gamesas pumped out fully voice acted games well before it catered to the console market, leaving the PC as a mere sideline. Not that there's no "dumbing down", of course there is - it's not only present in the inner picture of the gaming world, but also in pure gameplay itself. The generation of game makers today and since the start of the decade has felt that for a game to sell well it has to be accessible, and that includes a simple and polished approach that does away with the inner complexity and difficulty of the earlier games. Like Ken Rolston said in a previous interview, "gameplay becomes more dull and formulaic", especially since now that gamesas is a larger company, it has larger interests to defend, more to lose if something goes wrong, and finally, it becomes more difficult to reach a consensus on anything but the barebones as the differing and dissenting opinions increase. In this case, they prefer to go with well tested lines, dull, repetitive and simplistic admittedly, but lines they think will work - and that do really work. None of the big companies ever give more than a side glance at people who stand behind their PC's and play their games more than two hours a day, because the masses of people who don't are just like proverbial "vulgus" of old. I admit I'm being an elitist, but the attention span of more than half the potential targeted fan base for TES V will probably be less than a few months, if a month at all, and duly acknowledged as so; that unless gamesas ventures into the MMO market, which is a risky and saturated venture they have no experience on, and thus quite as unlikely either.
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Louise Andrew
 
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Post » Fri Nov 26, 2010 12:27 am

If your location is correct, then I can at least kinda understand where you are coming from. I used to be able to speak German fluently. It is a lot rusty right now. But I can still *hear* it and understand it just fine. Reading it? Well, that takes a whole lot of work. I'm functionally illiterate in German.

So, yeah, in cases such as that, voice acting makes sense.

No, I'm not a native English, I'm an Indonesian, and while my reading skill I think is on par with a native, my hearing is so poor. Not so poor that I can't hear anything, I can hear Oblivion perfectly fine and maybe a bit faster than that

It's just that in the front pages people complain about "waiting for voices to end while I'm already done with the text 5 minutes ago". Correct me if I'm wrong, but a simple click and the entire paragraph is skipped, so what's wrong with that? Can't console players skip too?

Also, agreed with rsobota: the problem is not the concept, but execution. More voice actors (at least maybe 20, does not have to be experienced, even new people have a chance too) and I bet no one will complain
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I love YOu
 
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Post » Thu Nov 25, 2010 5:35 pm

Whatever. It was an estimate, no sh!t. Is it not clear that most people who play TES games, the people that generate the most revenue and sales for the company, would prefer voice acting? Do you honestly think that most people would prefer to read a paragraph of text while playing video games? I think most would trade less complexion in the game over text. They're going to cater the larger group. That's just the way it is.


That same group of people also http://www.gamepro.com/article/news/215033/too-big-and-too-hard/. Catering to them? Sure! Give them a fully voiced main quest of 10, maybe 20 hours. The rest can do with minimal voice acting, since the vast majority of the players who buy those games, the same people you describe, won't see it anyway.
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Matt Gammond
 
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Post » Fri Nov 26, 2010 1:19 am

Somewhat related:

Bethesda, I am available to do voice acting, and my fees are very modest!
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Milagros Osorio
 
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Post » Thu Nov 25, 2010 10:00 pm

Somewhat related:

Bethesda, I am available to do voice acting, and my fees are very modest!


Send your voice demo to :

ATTN: Todd Howard
1370 Piccard Drive, Suite 120
Rockville, MD 20850

;)
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Lillian Cawfield
 
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Post » Thu Nov 25, 2010 11:55 pm

One of the things that breaks immersion is exactly that, the NPC's are more like signposts, Wiki's, "sources of information" than "real" stuff. I've read some clever and insightful comments that the NPC's in Daggerfall, while not speaking a line of voiced dialog, behaved more like what they were supposed to be ("people") instead of catering to a player-centric information design. They didn't go overboard telling how this is, how the player should do, but when you asked them, they just greeted you in their manner, and the portrait gave the impression they were just actively staring at you, judging you, trying to appear as they liked, waiting for a question which they might as well not know the answer... Or just trying to end that up quickly. Or all of that. Dialogue was usually fairly straightforward and you felt they were speaking like in a "normal" occasion, instead of being a moving wiki readily disposed to inform everything from the Bad Daedra and Daedric ruins to the inner workings of the Indoril aristocracy. In sum, it looked like an usual, daily *conversation*, and the person appeared to have its own life and character inside. You may be surprised with this, but as long as a video game has that something which I romantically call a "soul", then it can be fairly vivid with the most modest of all means.

In fact, despite being a full text CRPG, Daggerfall had much less to read inside than Morrowind. It was diametrically opposed to the "Wiki" approach, and had the *old* Elderscrolls fellows the means to produce a fully voice acted game and name it "Daggerfall", they would. Actually they did this, and called it "Battlespire".


The "Wiki" effect that you speak of was the "generic dialogue". At least as far as my observations went, it was by far the most criticised aspect of Morrowind's dialogue. (Apparently though, there were umpteen million "fans" who didn't care what the npc's said, so long as they actually said it, and as far as i can tell, this group of people did not come close to existing until AFTER Beth announced full VA in Oblivion.) I can't really make the same distinction as yourself between Morrowind's and Daggerfall's dialogue, however.

Now, i haven't played Daggerfall for more than ten years now, so i'll admit that my memory may be a bit dodgy, but the two games did have a relatively similar dialogue system, and both of them revolved around universal information held by every npc. They were both highly generic. Daggerfall's dialogue interface was powerful enough to ask anyone about anything (within reason, of course) whereas Morrowind's npc's had a finite list of topics (small by my standard, colossal by Oblivion standards) that could only be talked about if the keyword came up in conversation. My absolute ideal dialogue system would be a blend of the two, with Daggerfall style "master menus" enabling the player to ask any npc about any general topic (whether the npc knows the topic or not is a different matter) and Morrowind style "keywords" that can be selected when the player wants the npc to expand upon the npc-unique information that may arise in the greeting or elsewhere in the conversation.

The exact ratio of voiced and unvoiced i'll leave to somebody else. All i know is that to achieve it, partially voiced is the only economically feasible method. As long as full VA is the vehicle of choice, it will take Bethesda 20 years to get the dialogue back to where it was. Who knows how long to get the dialogue to where it should have been.

Again, as some have well nailed in this thread, the problem is not in the concept, but in its execution. I really don't care if their nex gen game is fully voice acted, as long as the voice acting has *character* inside: plausibility, depth, wit. Personality. I'm all in favour of more facial expressions to accompany talking because they are necessary, and anyone who disagrees with this really is not human at all for obvious reasons... And suffice to say I don't care if there are limitations if they do their best and are not afraid of them. Quality, and not method, is what matters - in the same way, I would not care if the next RPG Bethesda pumps out is fully texted. Which is unlikely, but I'm just giving my perspective here.


Out of time, but will comment on this later.
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Nikki Hype
 
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Post » Thu Nov 25, 2010 10:11 pm

Look at Mass Effect 2. THAT is voice acting and voice acting done well. I never heard the same voice twice unless it was the same character. That is SOOO much better than text dialog. It's just when voice dialog isn't done perfectly that people have a legitimate complaint.
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Josephine Gowing
 
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Post » Fri Nov 26, 2010 8:56 am

Voice acting is definitely better in the Mass Effect games but these are linear and story driven games with a relatively small number of NPCs so it makes sense that you never hear the same voice twice. On the other hand, TES games are sandbox open world games with a very large number of NPCs so it would be difficult and expensive to give them all different and unique voices. I think that Fallout 3 was a definite improvent over Oblivion in terms of voice acting as you rarely heard the same voice twice on different characters.
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Astargoth Rockin' Design
 
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Post » Fri Nov 26, 2010 6:36 am

If they actually speak, then I don't have to pretend that it's his voice, because it IS his voice.

But when that voice is awful, I would by far prefer the imagined voice. Also, it's not all the same experience for everyone. We can all have different opinions on different characters. The lack of voicing on Vivec, and his jumbled Morality made different people think differently of him. If he'd have had the voice of a saint, or the voice of a demon, we would have had another boring cliché bad/good guy.

stopping someone in mid speech is the same as skipping a page for a quest that's you've already done.

No it's not. Speech is far more important than journal entries. Speech is the actual directions I have. I can get the information I need from peech, and ignore the journal. Which actually is more immersive, as I'm remembering what to do, instead of reaing a magical menu.

You don't read everything in morrowind again, when you've done the quest before either.

Wow. You're good. I didn't even know that. I was sure that I did.

because in real life, people talk, and sound comes out. they don't just move their lips and then hold up a card with what they just said written on it

http://www.courtneyhoskins.com/blog/wp-content/uploads/2010/03/DoubleFacePalm.jpg, I need you.

um, budday, you're not supposed to do anything. as soon as there becomes enforced rules on the playing of ES games that's me out

Oh, so I'm not supposed to be immersed in TES games? The last time I checked, that's was TES is all about.



IMO, voice acting works best in Linear games, where there's a fixed script and dialog only goes one way. When we can have long conversations with any random joe, it doesn't work as well.
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Enie van Bied
 
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