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The point of voiceover ?


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#301
Dhiro

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Upsettingshorts wrote...

Dhiro wrote...

I don't really get it, Sylvius. You're saying that you want to roleplay a character in every possible way or that you ignore what the characters are saying and make a dialogue of your own?


He doesn't ignore what the NPCs say, he just assumes that when there is a conflict between his character's expectations and the NPCs, the latter misunderstood or are in error.

Don't mean to answer for you Sylvius, just testing to see if I got it right.


Ah, now I get it. Somethimes I read and read but I don't get what someone is trying to say :pinched:

#302
Xewaka

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MrCrabby wrote...

The problem is one of these days you guys, (the games industry as a whole) are gonna "immerse" us so deeply into your stories that there won't be any point to shipping controllers with consoles anymore.


But then how would you hit start and skip to the next cutscene?

#303
Sylvius the Mad

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[quote]In Exile wrote...

The best way to put it would be that my expression is typically on auto-pilot? Put another way, it is a little like walking somewhere. I do not consciously need to think about how I am walking; if I am familiar with the area I do not even need to think about a particular path I am taking. I just have the notion that I want to go to x, and so go there.

Speaking is similar.[/quote]
I'll agree that's how walking works.

But I insist that speaking is dissimilar.
[quote]All of this is to say that it is not just about what I think is clear. It is about the conjectures I make about what the other person understands. It is impossible to communicate without pressupositions about the other person. In the game, I do not have this all important content. [/quote]
Your conjecture, in life or in the game, can only be based on information you have.  It's much like speaking to someone you don't know.
[/quote]If by everything beyond you mean the interpretation the other person has of the line you have written, then I disagree. [/quote]
You don't have mind control powers.  Each mind is a discrete entity, and they operate independently.

How someone interprets what you say is beyond your control.  You can choose what you say with the objective of having them interpret it in a particular way (based on how you think they interpret things), but the actual interpretation happens entirely in the other mind.  You can't ever see it.  You can't ever know what's happning in there.
[quote]Literal content is a threshold effect. Beyond a certain point (a line of comprehensibility) different content is functionally equivalent.[/quote]
That line is somewhat higher than you seem to think it is.  Semantics matter.
[quote]Effective communication depends on more. So being given the literal content of a line of dialogue is, to use an analogy, like being given the chance to raise your stats at level up without seeing which you raise or being asked to pick abilities while never being given descriptions about them.

It is just not sufficient information. [/quote]
Regardless of whether it's sufficient, it is necessary.

If you want information beyond the literal content, that is - as I've said - a different issue.  I'm saying that the literal content isn't something we can throw away, no matter what else we get in return.

You're talking about sufficient conditions.  I'm talking about necessary conditions.
[quote]The original point you raised was that written dialogue is superior to the paraphrase because it gives you the literal content. But I disagree.[/quote]
But that's nonsense.  The literal content is more valuable than the lack of literal content.

Whether there's some added value in having intent isn't relevant to the point I'm making.
[quote]Why would you say that I cannot predict my behaviour in conversation? That I do not know the precise wording is not equivalent to the claim that I did not know what I was going to say. [/quote]
Yes it is.  It's precisely equivalent.

If you don't kow something, then you don't know it.  You're basically trying to deny a tautology.
[quote]What you actually say is instrumental - what you want to convey is the mental state, i.e. the intent.[/quote]
Not true.  When I choose my words, my primary concern is "Does this sentence make available the information I want to make available, while not revealing information I want to conceal?"

My intent is several steps further back, but each sentence needs to be checked before it is used to ensure that it doesn't accidentally provide information I would rather it not, or fail to provide information I actually want to deliver.

When in a conversation, I'm keeping track of what it is I've already said (and what I haven't said), and every subsequent sentence I speak adds to that logical framework from which my listener can drawn reasoned conclusions.

So, when my listener does draw conclusions, I can tell immediately whether they stem from what I actually said, or whether my listener has unreasonably jumped to an unfounded conclusion.  And which it is informs how I react to it. 

If I'm as imprecise as you would have me be, this approach would fail utterly.
[quote] Let me put it this way - suppose you are sending a letter. What is more important? The letter, or the envelope in comes in? Obviously the letter.[/quote]
No.  They are equally important.  Both are information available to the recipient.
[quote]Now clearly the relationship between intent and wording is nothing like this. But the wording is essentially a puzzle that has to be solved to get at the intent. In communication, what is relevant is the intention. [/quote]
What if the listener solves the puzzle incorrectly?  What if I want him to?

Conversation is a contest, to see if you can lead your listener down the path you would rather he travel, while he is trying to wrest from you information you'd rather not divulge.  Conversation is adversarial.
[quote]If I am trying to console you, what is important is my attempt at consolation, not precisely what I say. If I try to seduce you, what is important is my attempt at seduction, not precisely what I say.[/quote]
Your attempt at seduction is exactly equivalent to the sum of your words and actions.  Your intent isn't knowable to your target.  It cannot have any direct consequence.
[quote]No. Both require me to interpret the writing the neccesary context information I need to reduce ambiguity. What would solve the issue of intent would be tags, e.g. [sarcastic] [lie] [compasionnate].

These are general tags that tell me the broad purpose I am trying to achieve with the statement in the world. To be honest, I do not understand why the tags bother you.[/quote]
Because they limit me only to those intents foreseen by the writers, and require that those intents be known to me at the time I choose the line.

Suppose there are two options:

1. Yes, I will help you.
2 [Lie] Yes, I will help you.

What if I haven't decided yet?  Which do I choose?  I know I want to say that sentence, but whether it's true is as yet unknown to me.

That's why I dislike tags.
[quote]Let me explain:

You have told me previously you do not think it is unreasonable to have a limited number of expressions. This is because it is an issue of cost. And you have also told me that, within reason, you do not think the literal meaning of the phrase is, in fact, what the character says (actually, this raises I question I want to ask you). Suppose we had several options:

[Compassionate] That was horrible.
[Dismissive] That was a waste.
[Concerned] Was everything okay?

Putting aside the quality of these statements, why do you say you have an issue with tags like these? You say it is because the writer is telling you about your mental state - but by your standard that is not so. You told me that the lines I have available to me are not neccesarily all things my character is thinking - just things my character could say. So what is the issue?[/quote]
As you say, "Beyond a certain point different content is functionally equivalent."  I'll edit those dialogue options to have them suit my character more, but they remain functionally equivalent.
[quote]Also - if you actually think your character says something different from the literal content, then are you essentially using the literal content as a paraphrase for what your character wants to say?[/quote]
Yes.

But the game doesn't then tell me that my character said something different (as it does in ME and DA2, where the full line is acted out on screen).

The problem with the paraphrase system is that the full line is made explicit subsequent my my choice.
[quote]But what does that line mean?[/quote]
I don't care what it means.  I care what it can mean.

Because I'm not limited by the writers' intent, I have more freedom to play my character.
[quote]I have just shown you from the line I cannot know your intent. There needs to be more information provided. If I do not know your intent, communication is impossible. [/quote]
Communication is always impossible.  Communication isn't real.
[quote]This is why we are constrained by what Bioware designs - because there are contingent truths about the game that make any other possible interpretation nonsensical. [/quote]
Those truths are only contingent.  They are not necessary truths.  That it why they do not constrain us necessarily.
[quote]No, that was a meta-game argument for how we (as players) know that a writen line has fixed intent in the game.[/quote]
Ah.  I had this discussion with the_one earlier.

That isn't evidence that teh written line has a fixed intent within the game.  It is only evidence that the writer intended a specific intent when he wrote the line.

One does not require the other.
[quote]And then I wanted to return to my original question.[/quote]
You're trying too hard to direct expression rather than just state of mind.  Your approach will always fail.
[quote]I don't know how you speak, but to me a conversation is a single event. There has to be something very dramatic occuring for me to change my mental state during a conversation, particularly when all I am doing is asking questions. [/quote]
I redo all the conversational arithmetic with every line.  Every line stands alone as an event (though all the sentences uttered form a single logical framework available to the listener).
[quote]No - that set always exists. Why do you think it doesn't? Do you honestly think that your thoughts are unrelated to each other?[/quote]
The options you don't choose have nothing to do with your thoughts.  They're events that never took place.
[quote]That's just silly. Of course it does - for the basic reason that the design says in the first place what can or cannot a choice.[/quote]
From the point of view of the character, the conversation doesn't exist as a single entity until it is over.  And by then it's too late.
[quote]This is like saying you are not constrained by contingent facts.[/quote]
Which of them are facts is a matter of some dispute.
[quote]I don't understand. Are you arguing Bioware does not know where conversations end in their own game?[/quote]
Yes, since the "finish" is defined by the objectives of the participants, and BioWare is wholly ignorant of one of those participants.

Modifié par Sylvius the Mad, 16 octobre 2010 - 09:46 .


#304
aries1001

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I've been playing role-playing games since 1998 (yes, I'm that old ;) ). And I have enjoyed BG2, Icewind Dale, Planescape: Torment etc. all the way up to Oblivion and Dragon Age: Origins. They have all has silent protagonist (or player characters). I've also played adventure games (remember those:

Zack Mackracken, King's Quest 4-6, and the newer ones Art of Murder games, Sherlock Holmes games, Overclocked and a few others). since 1998.



My point here is this:



I have never felt that because the main character in an adventure game was fully voiced, be it Still Life of King's Quest or The Scorpio Ritual was voiced, or the game was fully voiced, that I wasn't the main character. I didn't find the story lacking in any respect nor did I not find immersed in the Perils of Rosella or the tragic storytelling in Overclocked.



To me, it all depends on the presentation. A good game is a good is game, no matter how the game interface is. A good game to consists of a good story, believable characters, a few plot-twists - and a good and trustworthy dialogue. How that dialogue is presented is of course also important. To think, however, that having a main character speak takes away all immersion in the game will - at least to me - not be correct. Since I have seen this done, and done exceptionally well in most of the adventure games, I've played since 1998...












#305
DalishRanger

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aries1001 wrote...
To me, it all depends on the presentation. A good game is a good is game, no matter how the game interface is.


Completely agree, though in my case I was speaking specifically about CRPGs; I tend look at immersion for action/adventure games or games that blur the genre lines differently than I do for RPGs. I never think of myself as the character in question (especially since I rarely play my own gender) along their journey. I prefer games where I can create and customize the main character in at least some way, including responses/personality, as I love character creation. However, that doesn't mean I can't enjoy games with premade characters, like God of War or, if I went older, the early Spyro series.

Those games are also fun to me, but for different reasons than CRPGs are. It really depends on what kind of game I feel like playing at the moment. But as long as I enjoy myself and the interface isn't too clunky or confusing, I'm happy. There are certain things I've grown to prefer in GUIs, but I'm open to changes and usually adapt to different systems fairly quickly. If it works, it works. What works I can't always judge until I've tried it out.

That said, most video games I play are some sort of RPG (not usually JRPGs, though), action/adventure or historically-influenced strategies (Like Age of Empires or Total War). I tend to find "party games" like Guitar Hero, most FPS, and fighting games rather boring. There are exceptions, but as genres they just don't usually appeal to me. And that's not to say they're bad games by default - I've always found it somewhat silly to automatically call a game "bad" just because I wasn't part of their target demographic.

And now I'm rambling, so time to zip out. :wizard:

Modifié par DalishRanger, 16 octobre 2010 - 11:08 .


#306
Lumikki

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Voice is just one way to deepen the impression the game. Does the voice fit in the game depense what kind of game it is. You would not really need voice in some strategy game, but some more cinematic game it's good for impression. It's like different between watching silent movie or movie with sounds.

#307
Sir JK

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Sylvius the Mad wrote...
Yes.

You understand correctly.


Okay, thank you. It is a very interesting position, one I don't share (or even imagined existed). To you a dialogue in the game is a method of expressing your characters personality and not something mimicing communication? I can suddenly understand why you're adverse to PC voiceovers and want to have as many ambigous choices as possible.
I don't think particularly many share this position though. I for one view it as communication (well... mimicry of...) and as such how the NPC responds to it is important, because I am conveying a message. If the NPC failed to understand me, then I (or my character) failed to get the message across. To me, ambigous and neutral lines are detrimental. Tone and intent are just as important as wording, since they are part of the message I am conveying. If I imagine my character saying a neutral line sarcastically and the NPC takes it seriously, then to me that line is a flawed one since it allowed me to imagine the wrong message and intent. Unless of course I'm given the option to clarify for the npc... that would be accepable.

#308
asaiasai

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I do not particularly care if the game is voice acted or not, what i do care about is that the game have the requisite depth to keep me entertained. I am not willing however to trade a voice acted character for less content, or less story telling, it is just me i guess.



I did not buy ME2 because Yvone (spelling) or DAO because Claudia was doing the voice acting, it was a nice touch but in reality not necesary as the storys were engrossing enough. The trouble begins when i see what happened to ME when it became ME2 with the special voice actress for Miranda. It may not be relevant, it may not be what happened, but i can not help but look at the shadow of a game ME2 was in comparison to ME and not wonder if Yvvonne being deemed necessary for Miranda and Yvvonne's paycheck was not the reason that alot of the content and options that made ME cool were dropped from ME2.



I am not willing to trade a function of a game that i most often skip or find annoying that in alot of ways just gets in the way of playing the game for less content. I will not presume to tell Bioware how to make a game but i WILL presume to tell Bioware what i am willing to pay for when i buy a game, they will either provide it, or believe it or not there are hundreds of other companies out there selling games to choose from who may. I will give DA2 the opportunity i gave ME2 but if they disappoint me as they did with ME2 just like ME3 so will DA3 suffer my consumer vengance (wait for a sale).



Asai

#309
krasnoarmeets

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I actually find that full VO detracts from the immersive experience.
Naturally, some people are going to be left thinking 'wait, what?' after that statement, but allow me to explain: BG2 and other games of its age had snippets of VO, which was enough to give you an idea of what the person would sound like, how they would deliver their lines etc. The unvoiced dialogue would have you imagining their tone and timbre, the peaks and troughs, the irritation or sarcasm, whatever was intended by the dialogue in question. This stimulated the imagination and your mind soared of its own accord on an emotional rollercoaster ride.
These days it's more like watching a movie, which is all fine and good, but I think it stunts the imagination because it does everything for you. You feel more like someone watching the events through a window.
It also has another even less desirable side-effect: it limits the choices you can make, because for every choice that you can make, they have to pay a voice actor a little bit more, get them into recording studios which no doubt have to be booked etc and in short pushes up the development budget.
So you get greatly limited choices, which is a bummer, because, I, for one, love a rich variety of choices, I would like more than three options: the good, the bad and the ho-hum. I don't mind if every line isn't voiced, hell, I welcome it for the reasons that I've already mentioned.
Don't mistake what I'm saying here either: I'm not getting all misty eyed and nostalgic, longing for the formulae of yesteryear... it just works for me. I can still go back and play those games if I want a nostalgia hit, that's not the issue.
In my opinion these modern RPGs are just making people too lazy, filling in all the creative blanks for them, dulling their minds to the possibilities of where their own imagination can take them.

That's my two cents worth. Feel free to disagree with me, it's no skin off my nose.

Modifié par krasnoarmeets, 17 octobre 2010 - 05:19 .


#310
asaiasai

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krasnoarmeets wrote...

I actually find that full VO detracts from the immersive experience.
Naturally, some people are going to be left thinking 'wait, what?' after that statement, but allow me to explain: BG2 and other games of its age had snippets of VO, which was enough to give you an idea of what the person would sound like, how they would deliver their lines etc. The unvoiced dialogue would have you imagining their tone and timbre, the peaks and troughs, the irritation or sarcasm, whatever was intended by the dialogue in question. This stimulated the imagination and your mind soared of its own accord on an emotional rollercoaster ride.
These days it's more like watching a movie, which is all fine and good, but I think it stunts the imagination because it does everything for you. You feel more like someone watching the events through a window.
It also has another even less desirable side-effect: it limits the choices you can make, because for every choice that you can make, they have to pay a voice actor a little bit more, get them into recording studios which no doubt have to be booked etc and in short pushes up the development budget.
So you get greatly limited choices, which is a bummer, because, I, for one, love a rich variety of choices, I would like more than three options: the good, the bad and the ho-hum. I don't mind if every line isn't voiced, hell, I welcome it for the reasons that I've already mentioned.
Don't mistake what I'm saying here either: I'm not getting all misty eyed and nostalgic, longing for the formulae of yesteryear... it just works for me. I can still go back and play those games if I want a nostalgia hit, that's not the issue.
In my opinion these modern RPGs are just making people too lazy, filling in all the creative blanks for them, dulling their minds to the possibilities of where their own imagination can take them.

That's my two cents worth. Feel free to disagree with me, it's no skin off my nose.


Beautyful just beautyful, i could not agree more.

Asai

#311
Pseudo the Mustachioed

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I don't know if it's been brought up before in this thread, but I really had a hard time sharing awesome DA moments with friends when you only hear one half of the conversation... especially youtube videos when the dialogue choices are teeny. It's weird having to read what the PC "says" for someone to whom I am trying to explain why the game is hilaaaaaaarious, and that they should promptly buy the game and hit on Zevran for lulz.

So, yay voiced PC!

Modifié par Pseudocognition, 17 octobre 2010 - 05:42 .


#312
Taura-Tierno

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I love voiceover. The game wouldn't be as good without the overall amazing voice actors. However, during replays, I usually try to skip a lot of dialogue that I don't find interesting and have already heard several times.

#313
krasnoarmeets

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This only serves to prove my point. The imagination of this younger generation of gamers has suffered as a result. There's too much VO in modern games. Before you know it the younger generation won't read anything anymore.

#314
The Masked Rog

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krasnoarmeets wrote...

This only serves to prove my point. The imagination of this younger generation of gamers has suffered as a result. There's too much VO in modern games. Before you know it the younger generation won't read anything anymore.

I am in the younger generation. I am as royally pissed when people make this argument as I imagine the now "older" generation was when they said that TV ruined their imagination. I read a lot of books. I write some short stories. And I still like my games with voice over. Do you argue that when they added sound to cinema they ruined anyone's imagination?

#315
upsettingshorts

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Every generation is confident of their superiority over the following generation and resent the preceding generation.

Okay well, I can't say that with any confidence as it's not like I've done any actual research... but it sounds about right.

Modifié par Upsettingshorts, 17 octobre 2010 - 10:14 .


#316
Maconbar

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The Masked Rog wrote...

krasnoarmeets wrote...

This only serves to prove my point. The imagination of this younger generation of gamers has suffered as a result. There's too much VO in modern games. Before you know it the younger generation won't read anything anymore.

I am in the younger generation. I am as royally pissed when people make this argument as I imagine the now "older" generation was when they said that TV ruined their imagination. I read a lot of books. I write some short stories. And I still like my games with voice over. Do you argue that when they added sound to cinema they ruined anyone's imagination?


This just proves it. If TV hadn't ruined your imagination, you would be able to write regular stories not just short ones.:lol:

#317
The Masked Rog

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Maconbar wrote...

The Masked Rog wrote...

krasnoarmeets wrote...

This only serves to prove my point. The imagination of this younger generation of gamers has suffered as a result. There's too much VO in modern games. Before you know it the younger generation won't read anything anymore.

I am in the younger generation. I am as royally pissed when people make this argument as I imagine the now "older" generation was when they said that TV ruined their imagination. I read a lot of books. I write some short stories. And I still like my games with voice over. Do you argue that when they added sound to cinema they ruined anyone's imagination?


This just proves it. If TV hadn't ruined your imagination, you would be able to write regular stories not just short ones.:lol:

Actually education does that. If I didn't spend so much time learning I could actually devote my time to writing something bigger. Oh wait... :P

#318
Shadow_broker

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Dramatic effect

/thread

#319
asaiasai

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krasnoarmeets wrote...

This only serves to prove my point. The imagination of this younger generation of gamers has suffered as a result. There's too much VO in modern games. Before you know it the younger generation won't read anything anymore.



Not directing this at you just merely stating the obvious. With some of the things i have seen on the Steam forums and here to a lesser degree, i do not think many can at this time. Posted Image

Asai 

#320
asaiasai

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Upsettingshorts wrote...

Every generation is confident of their superiority over the following generation and resent the preceding generation.

Okay well, I can't say that with any confidence as it's not like I've done any actual research... but it sounds about right.



As a member of the older generation i will have to say i think you are close, but not all fit into the stereotypes. Good luck as the world my parents left me, is the world my generation is to lazy to fix your going to need it.

Asai 

#321
Esbatty

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Hmm, good topic.



I find that during the Depression people of all kinds still liked to go to the cinema I guess escape and fantasy from the direness of their living and financial situations. Again we're in those times and maybe, just maybe, games being this multibillion dollar industry that even in these harsh economic times are gravitating to an older tried and true method to keep the entertainment dollars coming in.



By making a more cinematic experience possibly they can rope in a larger audience that might not enjoy "reading" but do enjoy good stories and escape. Just because someone doesn't like to read doesn't mean they won't enjoy good writing they simple want to hear it rather than to absorb it internally.

#322
Sylvius the Mad

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The Masked Rog wrote...

I am in the younger generation. I am as royally pissed when people make this argument as I imagine the now "older" generation was when they said that TV ruined their imagination. I read a lot of books. I write some short stories. And I still like my games with voice over.

Do you not feel that the voice-over limits your ability to play a PC with a personality entirely of your own making?

Some people who prefer VO insist that such a thing was never possible, but I think it's a learned skill, and the way to learn it was to play the early CRPGs that ran only on keywords (rather than full dialogue).

#323
Sylvius the Mad

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Sir JK wrote...

Okay, thank you. It is a very interesting position, one I don't share (or even imagined existed). To you a dialogue in the game is a method of expressing your characters personality and not something mimicing communication?

Yes.  The erason I play these games is to roleplay my character.  They're not just a big puzzle that needs solving.

Each time I play the game, I'm playing an entirely new and different character.  But if I get the same voice delivering lines the same way, I can't really play a different character.

And that suggests I could never play a character of my own design (as became obvious almost immediately when playing ME).

Modifié par Sylvius the Mad, 17 octobre 2010 - 07:03 .


#324
The Masked Rog

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Sylvius the Mad wrote...

The Masked Rog wrote...

I am in the younger generation. I am as royally pissed when people make this argument as I imagine the now "older" generation was when they said that TV ruined their imagination. I read a lot of books. I write some short stories. And I still like my games with voice over.

Do you not feel that the voice-over limits your ability to play a PC with a personality entirely of your own making?

Some people who prefer VO insist that such a thing was never possible, but I think it's a learned skill, and the way to learn it was to play the early CRPGs that ran only on keywords (rather than full dialogue).

It is possible to imagine a completely self made personality for the PC, but only if you assume that everybody who doesn't answer to you according to that personality didn't understand what you meant or disregarded it. That doesn't make for a very appealing experience to me, so I have no problems (prefer) the voice over. When I want to create a personality I completely control I play some PnP games. (Man I miss the time where I could playa session every week)

Modifié par The Masked Rog, 17 octobre 2010 - 07:11 .


#325
Corbin Netharia

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VO only adds to the effect of the game. This is no longer 1995 and we aren't playing Chrono Trigger. Games are now able to express much more emotion than they use to which only adds to the depth of the game. The trick is to find the medium where it's enough to keep it interesting but not so much that you feel more like you're watching a movie than playing a game. DA:O I think found a great deal of that medium, though the beginning was a little long winded with the introduction, as needed. At least you can blaze through it on replays if you're at parts you've heard before instead of older games that made you sit through all the dialogue.



There is still quite a bit of reading throughout the whole game that allows players to further immerse themselves such as, well, pretty much all the lore you add to the codex. However, modern games wouldn't be the same without the voices to make the game more expressive. Not to mention all the banter that goes on in the middle of the game. I wouldn't like random text popping up while trying to run somewhere and the game wouldn't have that comic aspect without it. Then there is the memorable characters that wouldn't be nearly as memorable without the voices to go with them...