Voiced protagonists and lore characters - yes or no?

Post » Tue Sep 22, 2015 9:30 am

Well, you had the human inhabitants who were portrayed as being distinct from those in other Imperial provinces, but they were never named 'Imperials' until Redguard. The population has always been there, and distinguished from the Nords, Redguard and Bretos (Individuals like Uriel and Tharn were never portrayed by Provincial racial identities) but they were never made a distinct Race until Redguard and Morrowind.

User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Tue Sep 22, 2015 7:09 pm

Jagar Tharn was an ambiguously mixed race elf who claimed to be from Valenwood. Uriel VII's own race wasn't stated explicitly, but The Fall of the Usurper suggests that his dynasty was predominantly Breton, then Nordic.

User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Tue Sep 22, 2015 10:12 pm

Jagar Tharn an elf?? Uuuuhh.....

User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Tue Sep 22, 2015 11:09 am

'"I just don't trust that mongrel elf. Part http://www.uesp.net/wiki/Lore:Bosmer, part http://www.uesp.net/wiki/Lore:Dunmer and part only the gods know what. All the worst qualities of all his combined races. No one knows much about him. Claims he was born in http://www.uesp.net/wiki/Lore:Valenwood, of a wood elf mother."..."Human blood seems to be the one missing component in Tharn's ancestry."' - The Real Barenziah Part IX

It does sound like the developers at ESO had other ideas though.

User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Tue Sep 22, 2015 2:49 pm

no to a fully voiced pc. the second a silent protagonist get a voice it tends to go downhill. just trust us on a few decades of video game's history here. most of the time the silent protagonist gets a voice or extended dialog it kills a franchise. tes is one of those games that does hindge on the character being whatever. limiting that would take a good hit to its lifeblood that makes it what it is.

id sooner have bethesda go to ye old days of roleplaying where ya got one spell it was magic missle it did one point of damage and if ya missed then tough coockies you screwed, then have a fully voiced pc in TES.

User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am

Post » Tue Sep 22, 2015 5:26 pm

Since inevitably no voice actor will be able to satisfy the voice I imagine my character to speak, coupled with less diversity and deviation from the tried and true path of "Be whoever, play however", I'll say NO to a voiced protagonist.

User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Wed Sep 23, 2015 12:03 am

When I look back at voices in Morrowind, I'm reminded that I quit playing a Bosmer and later a Breton character almost entirely due to the horrendously stupid noises they made when getting hit. It couldn't have been MY character as I envisioned them making those sounds, yet it was too frequent to ignore. Eventually, I increasingly found it difficult to stay connected to the characters, and ultimately gave up on them because of it.

I also recall how difficult it was resigning myself to the voices of a couple of female D&D characters in another game, where none of the voices even remotely suited their personalities.

In my opinion, this is a BAD idea.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Tue Sep 22, 2015 2:30 pm

I'm reminded of my time in Neverwinter Nights. During character creation, you could "choose the voice personality" from those offered. Some were quite good, others got me smiling (the southern preacher, anyone?). But they did not voice the whole game. All we got were combat comments and a little line here or there, not relating to dialogue.

[EDIT]

My personal favorite was the combat line, "Stand still so I can HIT you!"

The thing with voiced dialogue is that the actor has to be fairly "generic" in their script reading. If not, you go from "angry retort" to "nicity-nice-nice" in one line.

Personally, I'd rather read words and "imagine" the voice on the screen. After all, I hear voices in my head all the time :tongue:

User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Tue Sep 22, 2015 9:58 pm

I would too. But I'm afraid imagination is a thing of the past. In my opinion, too many players these days do not want to use their imaginations.

User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Tue Sep 22, 2015 3:48 pm

Bad! You know full well that imagination is outlawed these days. :nono:

User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Tue Sep 22, 2015 6:14 pm

I'd go even further than just make options topical, with a menu for tone, like we had in Daggerfall. Scripted Player dialogue, even text, always grates on me. I like hearing NPC's talk, but hearing the PC spout words that are not mine is about as unimmersive as things get for me...

User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Tue Sep 22, 2015 9:48 am

Wasteland 2 has decent topics, particular near the end game when confronting Mathias. You could actually get into a entire debate with the bugger until he got frustrated with you. The thing with topics alone is that you (like in Morrowind) don't have the option for ''responses,'' which I think more often then not is its core failing. Wasteland 2 assunages that by displaying a example piece of dialogue when choosing a topic, giving you a sense of what's actually being conveyed, which is very nice.

For what its worth, Fallout does have some golden lines. I kinda like to see them just for the sake of itself.

User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Tue Sep 22, 2015 9:52 pm

i thought that law was imaginary

User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Tue Sep 22, 2015 9:20 pm

It's just the idea of the voiced protagonist in Fallout 4 combined with the fact that BGS seems to struggle a bit at times with handling ten playable races for TES. There's also the fact that at certain times Todd Howard suggested the idea that they're going the route of voiced protagonists for all their future games, while at other times he suggests the idea that the decision to have a voiced protagonist was unique to Fallout, likely to address issues Fallout fans had with bad storytelling in FO3.

There's a good chance that TES VI will still have the ten playable races for reason of being a key part of what makes TES unique and popular, but we should probably be careful not to take that aspect of the franchise for granted either.

User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Tue Sep 22, 2015 9:41 pm

That's kind of what I mean, though. Yes, there's a valid concern that TES VI could have a voiced protagonist, but where does the fear of cutting playable races come from? The leap that 'voiced protagonist' implies 'cut playable races' is what I'm looking at. Were people afraid of races being cut when Oblivion added voiced NPCs? Where does it seem BGS struggles a bit with ten playable races?
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Tue Sep 22, 2015 11:14 am

Yea, I experienced that in SWTOR. I'd click on a response and the PC would say something kind of close, but not quite what I clicked on, in a way that I did not like :)

User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Tue Sep 22, 2015 11:21 am


I think Mass Effect was the worst for it, especially in the third game... You'd pick something that seemed like the pleasant, diplomatic option (which was especially obvious considering the blatant Paragon and Renegade tags on everything) and what Shepherd would say was something snide and often threatening.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Tue Sep 22, 2015 3:55 pm

I'm playing SWTOR right now, as a matter of fact. This can drive me crazy at times. I really hate having to second-guess the developers. Everything I do comes to a grinding halt while I sit there and try to guess what a paraphrased dialogue option probably means. When I guess wrong I feel like Bioware has pulled a practical joke on me.

I haven't played much of Mass Effect, but at least in that game you could reload if the dialogue turned out to be completely different that what you thought it would be. In SWTOR you're just stuck with it forever.

User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Tue Sep 22, 2015 12:46 pm

I would not want the PC to be voiced, no. I very much enjoy the silent protagonist. Actually its one of the reasons Skyrim bugs me: sometimes it has responses in dialogue that are really lmited, leaving out choices your character could've reasonably had, that were contrived to move the story on. "Whats the part you're not telling me?" Yeah I didn't care for that.

So anything that further goes to restricting potential responses is a negative for me. a very hard one to overcome, as you can see.

User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Tue Sep 22, 2015 9:58 pm

Shepard is about as interesting to talk to as a wooden post, so that problem is kinda mitigated. He's just so dry and bland that you don't really have to worry about choosing anything beyond Renegade or Paragon options.

User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Tue Sep 22, 2015 11:44 pm

Voiced NPCs were already there since Morrowind. The cutting of the races comes from the fact that, this is what happend to Dragon age II. Origin had multiple races, Dragon Age II had only one race and voice. There is some sense in those fears, it is easier to simply take away diffrent races and only bother to record two voices (female and male), then to record multiple voices for multiple races. Or they could also go with one voice for all races, but then you run in to the problem of Brutish Orc, Argonian, Snotty Altmer, Khajiit, and Imperial all speaking in the same voice, which is argubly the worst thing that could happen.

User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Tue Sep 22, 2015 9:48 am

No voiced protagonists and I hope that god awful dialogue wheel we saw in Fallout 4 doesn't enter TES. Just look at the fallout 4 forums and see the massive amounts of people talking against it, I bet reviewers and LPers all around will criticize it because it's a bad design choice.
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Wed Sep 23, 2015 1:09 am

According to Howard, it was something they "wanted to try out and see what happens" on day one of development for Fallout 4. As I said before though, I'm less against the idea of the PC having a voice, and more what it sacrifices you have to make to accommodate it. Interestingly enough, he also said that they wanted to make it so that it doesn't "hold you back from all of the different options you would want in a dialogue system."

So at the very least, they know exactly what it is they're doing. I may not agree, but at least they're sorta talking about it.

User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Tue Sep 22, 2015 7:36 pm

I absolutely do not want a voiced protagonist(s) in TES! I say keep our player character silent except for the battle grunts. I'd much rather see the money spent on more variety of npc voices.

edit:

And I do not like the dialogue wheel conversations. Let Bioware keep them. In my opinion they ruined Dragon Age 2 by going this route. I refused to buy it. (I played the demo enough to know that it wasn't for me.) I only played some of Mass Effect and didn't care for the voiced main character or the wheel conversations.

I've been looking forward to a new Fallout and I cannot begin to tell you how disappointed I am about the voice protagonist decision. It's too late for FO4, but I surely hope they don't do this to The Elder Scrolls series.

User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Tue Sep 22, 2015 12:29 pm

I've come to terms with it for Fallout 4, but I highly doubt it Bethesda would record thousands of lines for all ten tes races each with their own unique voices. So I vote 'Silent.'

I didn't like how in Skyrim all ten races used the same voice for shouts.

User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

PreviousNext

Return to The Elder Scrolls Series Discussion