Do you think TES V will have dialouge system like fallout 3?

Post » Sat May 28, 2011 8:58 am

Yeah, the simple solution no one seems to have thought of is get rid of all the voices and make it silent.


Actually, I would welcome this. Granted, I might have gotten a little spoiled with Mass Effect 2's fantastic dialogue, but I had no problem with Morrowind and the low number of unique voice actors in Oblivion was jarring.
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Alessandra Botham
 
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Post » Sat May 28, 2011 1:57 pm

Wait... the thing you complained about in paragraph 2 is exactly what you requested in paragraph 1 :blink:

Those extra choices show up because you have a high enough rank in that skill



Qwased's beef is not with the additional options, but with the [] in front of that option
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Peter lopez
 
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Post » Sat May 28, 2011 9:13 am

I bet the majority of people would take a small drop in content for having a dialouge system like fallout. Am I right?
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Avril Churchill
 
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Post » Sat May 28, 2011 5:05 pm

Fallout 3's dialogue, no thanks

BioWare's dialogue, yes please
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Cccurly
 
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Post » Sat May 28, 2011 1:42 pm

Fallout 3's dialogue, no thanks

BioWare's dialogue, yes please

:thumbsup:

The only game where I've been able to tell a member of my party that they're being a complete ****head.
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lillian luna
 
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Post » Sat May 28, 2011 9:42 am

Fallout 3's dialogue, no thanks

BioWare's dialogue, yes please

Which bioware game are you talking about? I've always liked having a silent protaganist where you know exactly what they're going to say like in dragon age or baldurs gate. In mass effect you never knew for sure what shepard would say and it usually ended up being just a choice between good, apathetic, or bad. Fallout 3 and dragon age had very similar dialouge systems just different writers.
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adam holden
 
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Post » Sat May 28, 2011 5:16 am

I bet the majority of people would take a small drop in content for having a dialouge system like fallout. Am I right?

Over 100 quests, and no choices/ one quest at a time in guilds isn't a small drop in content, in my opinion.

Not even to mention all the misc. dialogue topics.

Little rumors and personal grievances. These things add a lot more life to the world than someone reading to me.
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Miguel
 
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Post » Sat May 28, 2011 9:18 am

Over 100 quests, and no choices/ one quest at a time in guilds isn't a small drop in content, in my opinion.

Not even to mention all the misc. dialogue topics.

Little rumors and personal grievances. These things add a lot more life to the world than someone reading to me.

Did you play fallout 3? It didn't work like that at all. I don't think more lines of dialouge from IMPORTANT (Your average generic npc wouldn't get the treatment) npcs would cost the game all of it's side quests, maybe a few.(Your PC would be silent and fallout 3 was a pretty damn big game) Besides don't you want to role play or put personality into your character beyond what class or skills you pursue, like giving them a personality through how they talk and act?
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Rebekah Rebekah Nicole
 
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Post » Sat May 28, 2011 8:29 pm

Well I feel it is so there :P

Great Argument. <_<

You would rather have silly voice acting than twice the guilds in Morrowind, all fully fleshed out and awesome, with hundreds of quests with various outcomes, or a vastly detailed huge world full of unique themes and architecture? The list could go on, and it's just not worth it. I mean, if you would rather have voice acting than all the things that make open world RPG's great, why are you playing an open world RPG? There's quite literally hundreds of action games that call themselves RPG's you could be playing. Leave those of us who love rich worlds alone. TES is all we have!
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Johanna Van Drunick
 
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Post » Sat May 28, 2011 9:59 am

Great Argument. <_<

You would rather have silly voice acting than twice the guilds in Morrowind, all fully fleshed out and awesome, with hundreds of quests with various outcomes, or a vastly detailed huge world full of unique themes and architecture? The list could go on, and it's just not worth it. I mean, if you would rather have voice acting than all the things that make open world RPG's great, why are you playing an open world RPG? There's quite literally hundreds of action games that call themselves RPG's you could be playing. Leave those of us who love rich worlds alone. TES is all we have!

I could give a rats ass about voice acting. I just would like to be able to have some sort of dialouge system where you can have your PC (silent by the way) make choices in what they say beyond just picking a topic. If it meant more content I'd rather have them cut voice acting altogether and just have text. Also barely any action games have a dialouge system like baldurs gate or fallout.
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Tikarma Vodicka-McPherson
 
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Post » Sat May 28, 2011 8:18 pm

I could give a rats ass about voice acting. I just would like to be able to have some sort of dialouge system where you can have your PC (silent by the way) make choices in what they say beyond just picking a topic. If it meant more content I'd rather have them cut voice acting altogether and just have text. Also barely any action games have a dialouge system like baldurs gate or fallout.

Ah, well, nevermind me, then. We agree. I'll go sit in a corner and think about what I've done.
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A Lo RIkIton'ton
 
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Post » Sat May 28, 2011 7:51 pm

Ah, well, nevermind me, then. We agree. I'll go sit in a corner and think about what I've done.

STOP! You violated the law. Pay the court a fine or serve your sentence. Your stolen goods are now forfeit. :batman:
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Solina971
 
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Post » Sat May 28, 2011 11:05 am

Did you play fallout 3? It didn't work like that at all. I don't think more lines of dialouge from IMPORTANT (Your average generic npc wouldn't get the treatment) npcs would cost the game all of it's side quests, maybe a few.(Your PC would be silent and fallout 3 was a pretty damn big game) Besides don't you want to role play or put personality into your character beyond what class or skills you pursue, like giving them a personality through how they talk and act?

You misunderstand my stance.
I do want more dialogue choices, obviously.

But there were barely any quests in Fallout 3 and no joinable factions.

I think it's because fully-voiced dialogue limited the amount of talking they could put in. If it was all silent, dialogue could be unlimited. Therefore, quests and dialogue trees have no limit.
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Dalia
 
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Post » Sat May 28, 2011 3:18 pm

You misunderstand my stance.
I do want more dialogue choices, obviously.

But there were barely any quests in Fallout 3 and no joinable factions.

I think it's because fully-voiced dialogue limited the amount of talking they could put in. If it was all silent, dialogue could be unlimited. Therefore, quests and dialogue trees have no limit.

yeah i wish there was no voice actors too but bethesda won't go for that, at least i dont think they will. So i guess the choice now is more quests and guilds or a choice based dialouge system but hey you never know. maybe Bethesda will suprise us. I just want dialouge trees so bad
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Facebook me
 
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Post » Sat May 28, 2011 3:15 pm

Yeah, the simple solution no one seems to have thought of is get rid of all the voices and make it silent.

Whoa! What a concept!

But, then people who want to jump right into the killing will have to sacrifice 10 seconds to read a paragraph now and then. So, we'd better keep the audio in and settle for a handful of linear quests.

Otherwise we might come off as elitist.

This is where we keep running into trouble. I like voice acting, but not because I'm impatient to get to the killin'! I like it because when it's done well, it breathes life into the characters that previously wasn't present. Morrowind, for everything it did well, only had a handful of NPCs who were really unique without being tied to the main quest or without being part of the guild endgame. It seems like in order to keep all the dialogue consistent in tone, they left out a lot of personality, so that a person could go from being an encyclopedia on the history of the Dunmer to gossiping about how the tax collector is missing without missing a beat. It's all the same mechanical tone (metaphorically, obviously). I'd rather have less dialogue, but have it be better written and presented (not trying to say that Oblivion's presentation was ideal, understand), than a lot of dialogue that feels like there's a very knowledgeable ghost following me around and possessing everyone I talk to.

As I did with Sir-Stabs-alot, I'll make you a deal. I'll stop flinging words like "elitist" around when you stop making unflattering, unfounded assumptions about the people who disagree with you. :deal:
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Theodore Walling
 
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Post » Sat May 28, 2011 11:45 am

STOP! You violated the law. Pay the court a fine or serve your sentence. Your stolen goods are now forfeit. :batman:



Resist arrest.
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Chantelle Walker
 
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Post » Sat May 28, 2011 8:56 am

As I did with Sir-Stabs-alot, I'll make you a deal. I'll stop flinging words like "elitist" around when you stop making unflattering, unfounded assumptions about the people who disagree with you. :deal:

He does? :huh:

Everything he commented on is compeltely true. Full voice acting is not feasible at our current technological level without sacrificing on quality and content. Why do you think these other games can handle voice acting? They're shallow linear games with one outcome and one direction. When a game is supposed to be a huge, open, limitless world with thousands of quests with hundreds of different outcomes, and various guilds to join, with the possibility to be anyone you like, there needs to be certain limits. Voice acting is one of those things that needs to be sacrificed in order to create a full and unique world.

I've said it before, and I'll say it again. The only way I'll be fine with voice acting, is when it's put on a seperate disc or two. But, for some idiotic reason, companies have an irrational fear of releasing multiple CD's for consoles. And, for some even more idiotic reason, when things get cut because it doesn't fit on a console, it gets cut on the PC version. Unless at least one of these problems is fixed, we should never have voice acting.

How many discs would be needed for voice acting? I get Oblivion's was about half a disc, but that was a pathetic amount of dialogue. How much would, say, Morrowind's level of dialogue need, if voice acted?
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Taylor Tifany
 
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Post » Sat May 28, 2011 5:51 pm

How many discs would be needed for voice acting? I get Oblivion's was about half a disc, but that was a pathetic amount of dialogue. How much would, say, Morrowind's level of dialogue need, if voice acted?


Oblivion filled 4gb of disc space, a duel layer disc can contain 9gb, todays standard games are about 6 gb. Let's try to fill up the current disc before we talk about multiple discs.
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Bird
 
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Post » Sat May 28, 2011 9:23 am

Let's try to fill up the current disc before we talk about multiple discs.

In that case, let's not have voice acting.
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helliehexx
 
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Post » Sat May 28, 2011 6:21 am

In that case, let's not have voice acting.


Actually let's have it. there's room for it, and additional content.
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DAVId Bryant
 
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Post » Sat May 28, 2011 12:30 pm

I think it's because fully-voiced dialogue limited the amount of talking they could put in. If it was all silent, dialogue could be unlimited. Therefore, quests and dialogue trees have no limit.


Actually, there's another BIG limitation on dialog trees and multiple quests: testing it all for conflicts and compatibility. One quest can very easily break another, in many cases. Oblivion tried to seperate the various guilds and factions completely to avoid any interaction between them, which was good from a "testing" standpoint, but made for a very "fragmented" and unrealistic game world. Nothing you did for the one group had any effect on the others, and ultimately, your only real impact on the world was by delivering the Amulet to start the MQ and open up all the Oblivion Gates, and finishing the MQ to close them. Even in the midst of all that, with Merunes Dagon himself bearing down on them, the NPCs on the street would still comment "....it's a Galleon" or "I saw a Mudcrab....".

Having the NPCs recognize the current situation (such as "player character is head of FG" or MG, or TG, or all three, or has completed MQ, or is the "Hero of Wherever-it-is", or that the city is under attack by giant sentient turnips, etc.), with some form of priority or random choice of one situation versus another, and comment accordingly, would involve a whole new level of testing for all of the possible combinations. Voicing all of the individual possibilities would be a daunting task, but coding the convoluted mess would be a second hurdle which would NOT be solved by going to a "text only" dialog system.

Probably the best we can hope for as a compromise is: all major plots and standard greetings fully voiced, with more detailed or heavily branched conversations not related to the major quests being only partially voiced, with text to supplement them. Minor plots could start out with a voiced intro, and then use either voiced or text-only dialog as needed. Some interaction between factions would be highly welcome, but the realities of the situation are such that it would probably need to be somewhat limited.
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Quick Draw
 
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Post » Sat May 28, 2011 6:10 pm

Actually let's have it. there's room for it, and additional content.

Ah, the joy of ignorant, obnoxious "I'm right without proof" comments...

Oblivion's voice acted files filled just under half the disc. (1.7gb)

This was a pathetic amount of dialogue, too. I'll be nice, and say that 5x the dialogue Oblivion had will suffice. That's 8.5gb. (Morrowind probably had something like 20x the amount of dialogue)

And, how many voices where there in Oblivion? 7? People want one for each race. 10.

8.5x10 = 85 divided by 7 = just over 12

AND people want 3 voice actors per race. That's 12x3 = 36 I'll knock off a few gb for unique voices. now that's 30gb.

The ONLY way to have nice voice acting without comprimising quality and content is to wait for compression rates and disc sizes to allow voices to fill 1/10th of the disc (20 years?), or release the game on multiple discs, or remove full voice acting.

Next time you want to throw a "fact" in my face, make sure it's not unfounded crap.
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Jessica Nash
 
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Post » Sat May 28, 2011 1:39 pm

I don't see why people get so hyped up over something as simple as dialogue in a game... but then again I've seen people fight about less important things. :sadvaultboy:

What we need to do is stop insulting eachother and obviously having favoritism for one side or another, 'cause that's all this has boiled down to.

Some of the "Pro-Voice Acting" People like that is gives Non-Player Characters personality and makes the world feel more alive, while some of the people against it say it takes up too much space, or that it's easier to make mods without it.

Honestly people are just saying the same things over and over again, it was the same months ago and it's the same now. This was talking about a dialogue system, not voice acting. You can have a Fallout 3 voice-acting system with or without voice, and ultimately it'll be Bethesda's decision. If they've had the idea for the next game for so long then they obviously have thought out if there's gonna be voice acting or not.

People need to stop judging other people based on their opinions and discuss this as it is, not as a personal opinion where they'll argue non-stop. Nobody's going to stop believing their right.

Note: In Fallout 3 there was just a drop-down menu to select a voice out of a list, regardless of race. They may follow a similar system for TES:V, or it might be completely different.
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Lil Miss
 
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Post » Sat May 28, 2011 4:40 pm

Ah, the joy of ignorant, obnoxious "I'm right without proof" comments...


Yeah cause you always provide proof right? :rolleyes:

Oblivion's voice acted files filled just under half the disc. (1.7gb)

This was a pathetic amount of dialogue, too. I'll be nice, and say that 5x the dialogue Oblivion had will suffice. That's 8.5gb. (Morrowind probably had something like 20x the amount of dialogue)


Actually much of Morrowinds dialog is copy/pasted between characters, so unless you have proof of otherwise, I would say they are about the same.

And this is not the first time I've discussed this:

I think I've found our problem, Why is oblivion only around 4.6gb, when red dead redemption managed to be 6.7gb on a single disc? This means Beth managed to not use 2.1gb,


Now we have 2.1gb we can spend on this. Now let's say we want 3 times the amount of quests in Oblivion, that 707.76Mb, boom, now we have 1.393gb left. Now if we want those extra quest to have voice acting, we could put the rest in voice acting. I'm guess you're not gonna agree with that, so obviously if we make the quests require a minimum of voice acting, either by getting them through letters/files/posters, or by having them not all involve a [censored] load of conversation, we could put 500Mb in voice acting, because we still need some servant to say "We would like to have you look into this issue" *hands PC a file*. 893Mb left, I've already gotten what I wanted, I would probably put the rest in Textures, models, music and sound effects, because I want the weapons and skills back from morrowind, well actually also some from daggerfall. Now we have a fully voiced game with a lot of logical text based mission.



The ONLY way to have nice voice acting without comprimising quality and content is to wait for compression rates and disc sizes to allow voices to fill 1/10th of the disc (20 years?), or release the game on multiple discs, or remove full voice acting.


I'm sorry but it seems like you've forgotten to provide the proof needed for stating that one cannot have nice voice acting without compromising quality and content. especially since it has done before.

Next time you want to throw a "fact" in my face, make sure it's not unfounded crap.


Oh the Irony.
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Kate Murrell
 
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Post » Sat May 28, 2011 11:52 am

While I'm all for leaving the voice acting for the main quest and random passer-by comments only, please don't try to calculate the needed file sizes using Oblivion's bad and Fallout 3's worse voice compression choice as a measuring stick ...
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Dezzeh
 
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