My Voice

Post » Sat Nov 28, 2015 8:25 am

The protag is voiced, deal with it.

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BethanyRhain
 
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Post » Fri Nov 27, 2015 8:58 pm

Howard: “Hey, I have a voice now! You gotta deal with it!”

Cookie for whoever got the reference. :P
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Rachel Tyson
 
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Post » Sat Nov 28, 2015 2:26 am

I don't understand why so many people had problems with Shep saying things they didn't want them to say. I never had that problem with ME or DA. From the short bit on the dialogue wheel I was able figure out what was going to be said pretty easily.
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Bad News Rogers
 
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Post » Fri Nov 27, 2015 11:02 pm

And how did they do quests with any dialogue in FO3, Skyrim etc? They never have access to the NPC's voice actors! What's the difference now?

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Erika Ellsworth
 
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Post » Fri Nov 27, 2015 7:23 pm

You get hold of a voice actor and you create a new unique voice for the new character. If the new character needs dialogue for combat lines, detection events, etc. then all that is given to the VA along with the quest dialogue.

With a voiced player if you need more dialogue then you would have to either find a VA for both genders with a similar voice (good luck with that) and most likely have to reproduce the different ways the player says the lines, or you can spend countless hours picking through the existsting player audio trying to find what you need.

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Jinx Sykes
 
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Post » Fri Nov 27, 2015 8:59 pm

I find it hilarious that you bring up NPCs as a counter to someone bemoaning the impact a voiced PLAYER CHARACTER has on quest mods.

But to answer your question with its obvious answer in a more in depth way than just saying "What mindboggles said."

The difference is that while they could always find someone to voice a new NPC, they now have the choice of either having a voiced PC suddenly go mute for their quests, or find someone who sound vaguely like the two different voice actors to try and mimic the characters.

And that's before getting into however this new camera system is going to screw with things.

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Andres Lechuga
 
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Post » Fri Nov 27, 2015 9:01 pm

The modding for this is actually easy just very time consuming

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Emma
 
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Post » Sat Nov 28, 2015 1:32 am

Honestly I think quest mods won't suffer much from the voice but the dialogue list itself. The dialogue list has at most four options from what we've seen whereas I've seen previous dialogue systems have up to 10 or more options at once.

This kind of stuff may not hurt story-focused mods as much as I'm making it sound like but it definitely will limit what modders can do.
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sharon
 
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Post » Sat Nov 28, 2015 6:25 am

The fact he is voiced is not the issue... well to some it is.

I personally do not mind a voiced protag. What is a genuine problem is having such vague paraphrasing that causes your character to say something completely out of context as per what the options suggested would be said.

It was a dreadful system in ME, it was the biggest weakness of their system and I can't believe Bethesda adopted that style seemingly from the game play we have seen and not fixed it

Saying "No" intending for it to be just a "No" but instead for your character to go off on an angry rampage that far exceeds the simple "No" that was suggested

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Pants
 
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Post » Sat Nov 28, 2015 5:34 am

Courtenay Taylor (female voice) was explaining that her dialogue had required 50 sessions

(presumably 3 hour VO sessions) over a two year period.

I'd struggle to believe that any team of modders would take that on.

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Yung Prince
 
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Post » Fri Nov 27, 2015 5:41 pm

Oh I know it is a huge task, but there are some very dedicated people in the modding scene.

I think it likely there will be voice replaces.

What I think is more unlikely is the voice acting will itself be up to snuff and be of a poorer quality to the 2 professionals Beth hired. Good voice actors are hard to get as many mods demonstrate.

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Bethany Short
 
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Post » Fri Nov 27, 2015 10:22 pm

I feel kind good about the voice thing overall to be honest. It's a great sounding voice imo (Better than Shepards). Of course games have a tendency of sometimes being more "wordy" than strictly necessary, but that applies to text based games as well. Sometimes a simple "No" would suffice, but seldom what comes out (or is written), so I'm a bit worried about that too. I'm expecting cringe moments, but so long as there's not too many of them, I'll be fine I guess. And, you can always reload :smile:

On a side note, I really hate it when they force us to ask stupid self-evident questions in order to progress a storyline ;)

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Nicole M
 
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