i am worried

Post » Fri Nov 27, 2015 11:53 pm

This, that is as long as your character is not an babbling lunatic like the people in Whiterun.

I see far more problem with the dialogue with 4 option only. This can only have 3 results:

1 reducing the options dialogue options for important npc significantly or

2 keeping the amount of dialogue but putting everything into long monologues from the npc. or

3 deeply nested hard to navigate options where your character has to babble to jump to other options, note that you get 3 real options then an tell more about other, who has 3 options and back

More likely its an combination of all 3.

User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Sat Nov 28, 2015 1:55 am

Where are you getting four options?

Ideally, there will be an option for North, Northeast, East, Southeast, South, Southwest, West, and Northwest...thus meaning a total of 8 distinct dialogue options. Not all eight will likely be available at any given time, but then again nothing says we'll always be given four options, either.

User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Sat Nov 28, 2015 3:51 am

It's babbling nonsense to suggest we will be limited in dialogue responses by how many buttons are on the controller, and is spreading misinformation.

There will be "More" or "Something else" response. You can't have a game like this and limit the responses in an unreasonable way :P
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sat Nov 28, 2015 4:26 am

I covered the more/ something else option, this will take one of the four options going back will take one of the 4 on page 2.

its an workable but clumsy solution.

That is unless you have more as an 5 button to cycle to alternate four options however why was it not used on the robot who is an typical information source npc with the other option of being an follower.

Its the main npc or information source npc I'm worried about here. Moria is an typical example. Followers with an backstory will also be an issue.

User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Sat Nov 28, 2015 2:17 am

Dialogue options for the robot, dog and the minutemen all used the four buttons on the controller in dialogues. None used any other controller, it would be weird to have two different ways to handle dialogues anyway. Dialogues was laid out in an layout equal to the placement of the four buttons.

For your robot having more than 4 options would be natural as you have lots of questions to ask him.

Having an structure where you used the stick on a wheel would allowed 8 options easy but would require another control layout. 8 would be enough anyway as more options is rare.

User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Fri Nov 27, 2015 5:32 pm

got mr thinking

they said 13000 + lines of lines for the protagonist alonf and 3 to 4 choices each time a,d assumin some options are 2 or more lines

so that is mayve 3 to 4000 lines of dialogue including simple grunts and ummppffss actual used , it is starting to sound more and more than a waste of time and resources this voiced protagonist

User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Fri Nov 27, 2015 12:17 pm

Not so worried about that part, you will reuse the common comments. Yes, No, I do it for 200 caps, I might do it later, can we trade.

I imagine it would not be an major issue moding fully voiced quests using the standard comments for character, you don't have to say so much original then you think about it.

Answering questions / request is easy. Asking questions is a bit harder but most can be general or turned into questions. Do you need help/ I'm looking for work. NPC tells about quest and you select option.

User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Sat Nov 28, 2015 12:09 am

i'm not worried at all about the voices, I mean heck one was Jack from mass effect one of my favorite characters ever. i'm more worried about the Ps4 version, Bethesda doesn't have a great track record with the sony console the last gen. Fallout 3 worst version....Ps3, Fallout Nv......worst version Ps3, Skyrim....worst version Ps3, yeah not a great record.

User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Sat Nov 28, 2015 2:08 am

For a last generation console. They have a much better system to work with now.

User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Fri Nov 27, 2015 3:30 pm

Don't worry, PS4 and One and pretty identical hardware with PS4 beeing a bit stronger.

Both used an beefed up AMD CPU/GPU chip who is used in laptops. Main difference is the GPU and type of memory used.

having said so the dialogue system is the only real negative I have seen so far,

User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Fri Nov 27, 2015 7:24 pm

Indeed - I have disliked that (severely limited choices in what you can say) in other games (by other companies (yes, I am looking at you Bioware -.-)...I would have hoped that devs would watch other companies getting flak for a design decision like that (and not do it in their games), but obviously they don't (otherwise something like that should not get approved -.- I mean even console players (it's mostly for their supposed benefit after all) don't like it as far as I know (except those FPS-Players who shouldn't play RPG-Games anyway -.-))

I'd hope so :) (I am not much of a real roleplayer myself, I do self inserts instead of saying "I am going to play a psychopath now" or something like that (I just can't do it - like in New Vegas, I can't ever support the Legion because real me despises and HATES slavery and cultures who hate technology and think they can impose their believes on others -.-), but I would want my emotional reaction to be the one of the character - and I do get pissed of at different things than what the devs think the character should be pissed at for sure (so my voice would be more snarky instead of calm at times etc.) and not having the character respond like I would kind of ruins it for me (immersion wise!))

greets LAX

User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Sat Nov 28, 2015 4:45 am

For a last generation console. They have a much better system to work with now.

All true but still, the worry is in the back of my mind, i'm like a dog getting shocked for trying to leave the yard & then hold tells go for a walk you'll still go but you'll still be worried if you'll get the shock. ( the best example I could come up with )

User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Fri Nov 27, 2015 7:35 pm

I consider a voiced protagonist to be an exciting new feature, especially if it can be modded.

User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Fri Nov 27, 2015 10:52 pm

Do we know for sure that the protagonist is voiced throughout the game. Could it be that he is only voiced during the opening scene and maybe throughout the tutorial?

It does worry me about how dialogue will be handled if he is voiced throughout.

User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Fri Nov 27, 2015 2:09 pm

I am just going to find the voice files and cut them out. If i can that is?

User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Fri Nov 27, 2015 2:06 pm


If the game is looking for audio that doesn't exist, dialogue can go wonky. In the Skyrim version of the engine at least. It'll take a little more work than that to remove the voice.
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Fri Nov 27, 2015 3:05 pm

I know Todd Howard covered this in an interview but I think he explained that having a voiced protagonist impacts the story rather than having a mute protagonist. I'm making this judgement based off memory but I say the interview in a video on YouTube.

User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Sat Nov 28, 2015 4:06 am

i will reserve judgement untill i actualy player it, but on a scale of 0-100, where 0 is uncomfortable with voiced PC and 100 is the opposite, im probally at 75. I'm confidant that it will not be the deciding factor in wether i like the game or not.

User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Fri Nov 27, 2015 6:01 pm

Todd Howard did say that both voice actors have over 13,000 lines recorded from the past 2 years separately.

User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Fri Nov 27, 2015 11:32 pm

Probably my biggest issue with the game, will hurt Roleplaying severely, as well as Replay value. Not a Dealbreaker but a pretty decent Negative.

User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Fri Nov 27, 2015 6:23 pm

Skyrim dialogue is already wonky........watch my lips move. :tongue:

User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Fri Nov 27, 2015 11:45 pm

I will say that spending almost 2 years on the protagonist voice acting and having over 13000 lines and counting for just the Lone Survivor (for each six) shows they are trying to do it right.

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

Post » Fri Nov 27, 2015 2:15 pm


Haha true :P

I'd probably have a go at doing this. There's more than one way to skin a cat.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Fri Nov 27, 2015 2:19 pm

The three things that worry me:

1. A voiced protagonist is inherently going to put constraints on how many dialogue options there can be. It makes every line far more time-consuming and expensive to implement, and discourages BGS from adding a line unless they view it as worth the time and money to contact the VAs, get them into recording booth, and record/pay for however many takes they need to get it right.

2. Assigning the dialogue options to the four face buttons means we're almost never going to get more than 4 options at a time. While it's true that one or more options could be "Tell me more about X" and open up other options, this would be extremely cumbersome with a four-button system, and so the devs wouldn't use a four-button system if these kind of nested options were common. The player would naturally have a TON of questions for Codsworth, but we see only four options.

3. Unclear responses. "You're still here?" implies surprise that Codsworth is still there after 200 years. It is NOT remotely the same as "If you're still here, then others might be too!".
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Fri Nov 27, 2015 10:12 pm

That worries me a little, especially if our character is forced to

Spoiler
commit torture on someone to advance the story.
That would be an automatic no sale for me. I never have been a fan of GTA games. I'm really wondering now what type of inspiration they took from GTA 5? Not to mention the obvious influence of Mass Effect type dialogue wheel and voiced protagonist(s).

I agree that they do not need to copy other successful franchises to do well. Bethesda should follow their own dream and not someone else's.

User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

PreviousNext

Return to Fallout 4