rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Reminder that every RPG will be fully voiced in ~10 years when speech synthesis is indistinguishable from trained voice actors.
Full or even partial VO can absolutely improve an RPG beyond your wildest dreams
I bet significantly sooner than 10 years.Reminder that every RPG will be fully voiced in ~10 years when speech synthesis is indistinguishable from trained voice actors.
Didn't CRPGAddict blog about some sci-fi RPG from late 80s that used speech synthesis?I bet significantly sooner than 10 years.Reminder that every RPG will be fully voiced in ~10 years when speech synthesis is indistinguishable from trained voice actors.
Yeah, I feel like DE hit the sweet spot. Record the rare impactful line, leave most of it to the imagination.I skip the VA even in well-written games. Really loved the writing in Disco Elysium, and goddamn am I glad that they only did partial VA the Baldur's Gate style.
If they had done full VA for every single line, I would have grown tired of the VA rather quickly, no matter how good it is.
i don't mind voiceovers unless it's bad or cringe bad. If the VO is bad it can definitely ruin the game for me. As for speed, i'm not a fast reader so for me it doesn't make any difference with or without VO. English is my second language too and i found that with VO is much easier for me to understand stuff, but this can vary from person to person.
There's one downside with voiceovers though, is that it can limit the amount of dialogues in a game, since VO is expensive, which lead to less dialogue choices.
The decision to have full VO or not is included in the budget to begin with. If you don't plan for full VO what you will have is the same game but cheaper. Of course, there are cases where full VO is planned much later on the project timeline. The first DOS for example only adds them later on the EE. If the decision is made mid-development and the money taken from other parts of the project then it is shit project management on part of the dev.
What we want:Maybe what you guys want is a VA playback speed control, so you can match the VA speed with your reading speed.
Interestingly you can draw a parallelism with people that complain about lengthy and distracting animations inserted in the game play. Such for example when you move amongs places in an adventure point & click game and a lenghty animation of the character walking through the screen is displayed. Or in a turn based games where each action is displayed with an elaborate animation.Maybe what you guys want is a VA playback speed control, so you can match the VA speed with your reading speed.
So sad when only imagination can fill the gaps.Why don't let the imagination to fill the gaps?
Well, that is pretty much what the BG1/2 style does, isn't it ? Give me a small sound snippet so i have a starting point how the person sounds and leave the rest to my imagination. Works perfectly fine, even in text heavy situations.Interestingly you can draw a parallelism with people that complain about lengthy and distracting animations inserted in the game play. Such for example when you move amongs places in an adventure point & click game and a lenghty animation of the character walking through the screen is displayed. Or in a turn based games where each action is displayed with an elaborate animation.Maybe what you guys want is a VA playback speed control, so you can match the VA speed with your reading speed.
In the latter case for example a solution that has been adopted is to play the turn animations in an unnatural faster way. Even in point & click games, usually the walking animation is rendered at an unnatural faster pace.
This mean that the context of the game is not apt to host cinematic elements. Nevertheless since cinematics elements are expected to exist whatsoever, compromises have to be made, such as unnatural accelerated animations, that maybe are even worse than the initial problem.
Maybe the best approach in these cases is to adopt a more abstract desctription of the action, for example with direct trasitions, letting the imagination to fill the gaps. It is not a problem if there is a level of abstraction. It is the language of the game medium, that is different from the movie medium, etc.
In the case of a lot or repetitive text we have a similar problem. You can render a faster VO but it will feel obviously unnatural. Why don't let the imagination to fill the gaps?
Yeah, VO snippets were the audio counterpart to character portraits. Together, they gave you an idea of what an NPC looked and sounded like and it helped flesh out their personality, then your mind did the rest.Well, that is pretty much what the BG1/2 style does, isn't it ? Give me a small sound snippet so i have a starting point how the person sounds and leave the rest to my imagination. Works perfectly fine, even in text heavy situations.
PoE2 is a particular offender in this respect too. They invested so much to have VO in every single line of dialog, but apparently could not care less about text readability. The tiny dialog box wih broken font scaling (for a game where you have to read so much) is hilarious. You can find this kind of complaints about text readability issues everywhere nowadays (https://forums.obsidian.net/topic/97544-dialogue-window-size-and-font-size/)When they have to cater to casuals in some way, they are talking about accessibility and inclusivity all the time. Muh options, they always say. Well they could implement a VO feature to cater to us.