lx_theo wrote...
What I hear is, "Take out a great and iconic feature because I just want to play old games again, rather than have the franchise evolve for the better."
Evolve for the better? That's highly subjective.
lx_theo wrote...
What I hear is, "Take out a great and iconic feature because I just want to play old games again, rather than have the franchise evolve for the better."
the_one_54321 wrote...
You're misusing the concept of evolution. Evolutionary changes favor characterstics that perform well. Simply being a change does not automatically imply an improvement, nor better performance. All that has been domonstrated thus far is that voicing the PC offers a change in presentation.lx_theo wrote...
It is better for the game. It evolves it. I can't think of one possible upside to silent protagionists that can't be part of a voiced one with tweaks and evolving of the system already in place. Silent protagionist cannot emulate any of the big upsides voiced protagionists have.
And your acting like its the equivalent to the voice acting for an entire game. Its just the player characters. The rest of the game still has all its voicing.There's still just as much writing. Do you really think they could add in any significant amoutn of content for what they spend recording the VO for the PC?
It has been commented, on several instances over time, by developers that voice acting for the PC is one of the larger expenses in a project. Specifically, this has been used as a justification for not including any alternate version of the PC besides male or female human.
Deviija wrote...
lx_theo wrote...
What I hear is, "Take out a great and iconic feature because I just want to play old games again, rather than have the franchise evolve for the better."
Evolve for the better? That's highly subjective.
Totally agree, Legacy wasn't big but imo it is the best part of DA2 and one of the best parts in the entire serie.Maria Caliban wrote...
For a story-based game, a small size positively affects the experience.tmp7704 wrote...
When the size negatively affects the experience, it does matter.Maria Caliban wrote...
Size doesn't matter. It's the experience that matters.
And more directly, voicing the PC directly limits the amount of control the player has of the PC. Although it would be plausible to included a voiced PC that also allowed all the control and customization of a silent PC, the cost of voicing all the potential lines would be utterly prohibitive.tmp7704 wrote...
The very lack of voiced protagonist is an upside for some of the players. It's not something that "tweaks and evolving" can address.lx_theo wrote...
I can't think of one possible upside to silent protagionists that can't be part of a voiced one with tweaks and evolving of the system already in place.
Again, entirely subjective. I've found characters in 32bit games to be far more alive than many fully voiced characters. Shepard among them, for one.lx_theo wrote...
Your PC seeming alive instead of a static character in the background is better. I've yet to hear one good argument for silent protagionist.
The developers have commented on the expense of this. More than once. They've even talked about how it's significantly expensive in the development process.lx_theo wrote...
Taking out the VOs for them has no proof of being enough to be significant in the final product.
Modifié par the_one_54321, 06 avril 2012 - 07:05 .
lx_theo wrote...
I've yet to hear a good argument that can't be addressed in bettering the current Voiced system.
Subjective can be the same as stupidity or blind ignorance as well, mind you.
Maria Caliban wrote...
Kingdom of Alamur is an open-world game that's much smaller than Skyrim. I'd love to see that in a DA game.
the_one_54321 wrote...
And more directly, voicing the PC directly limits the amount of control the player has of the PC. Although it would be plausible to included a voiced PC that also allowed all the control and customization of a silent PC, the cost of voicing all the potential lines would be utterly prohibitive.tmp7704 wrote...
The very lack of voiced protagonist is an upside for some of the players. It's not something that "tweaks and evolving" can address.lx_theo wrote...
I can't think of one possible upside to silent protagionists that can't be part of a voiced one with tweaks and evolving of the system already in place.
It has been demonstrated that voicing the PC creates a situation where you have only a few versions of the character, where you are then able to create a character that is based on some combination of only those few versions.
Oh, so it's perfectly reasonable to use your imagination to fix contradiction in the voice acting, but it's archaic to use your imagination when reading text dialog from a silent PC?lx_theo wrote...
Then you're doing it incredibly wrong. Have you never tried to develop a character that reacts certain ways in certain situations? You know, like a real human being? That's why the tone system works so well, imo. If you're being threatened, your character of not dealing with it well adn becoming aggressive can come out. Stuff like that is easy to do, and takes no more imagination than the pretending you have a certain inflection and such for a silent and such.
The tone system only allows the character to react in few provided ways in a situation. I.e. what you say is "doing it incredibly wrong" while at the same time praising it as the right way to go about it.lx_theo wrote...
Then you're doing it incredibly wrong. Have you never tried to develop a character that reacts certain ways in certain situations? You know, like a real human being? That's why the tone system works so well, imo.the_one_54321 wrote...
It has been demonstrated that voicing the PC creates a situation where you have only a few versions of the character, where you are then able to create a character that is based on some combination of only those few versions.
Deviija wrote...
lx_theo wrote...
I've yet to hear a good argument that can't be addressed in bettering the current Voiced system.
Subjective can be the same as stupidity or blind ignorance as well, mind you.
Subjective is just personal preference.
What do you purpose will 'better' the current voiced system that addresses the concerns of the voiced protagonist vs. silent protagonist?
Imagination + Character that seems alive + More fluid and realistic conversations + morethe_one_54321 wrote...
Oh, so it's perfectly reasonable to use your imagination to fix contradiction in the voice acting, but it's archaic to use your imagination when reading text dialog from a silent PC?lx_theo wrote...
Then you're doing it incredibly wrong. Have you never tried to develop a character that reacts certain ways in certain situations? You know, like a real human being? That's why the tone system works so well, imo. If you're being threatened, your character of not dealing with it well adn becoming aggressive can come out. Stuff like that is easy to do, and takes no more imagination than the pretending you have a certain inflection and such for a silent and such.
Once again, sounds to me like, "I just like it this way better."
Good luck with that.lx_theo wrote...
It shouldn't simply be dominant tone, but the tone of how the PC reacts in certain types of situation should be tracked and used for it.
Modifié par tmp7704, 06 avril 2012 - 07:20 .
Voiceless characters seem plenty alive. What is "more fluid and realistic?" You haven't created any kind of distinct definition for any of these concepts. You're just throwing words out as through they were justifications. Define what you're talking about.lx_theo wrote...
Imagination + Character that seems alive + More fluid and realistic conversations + more > Imaginationthe_one_54321 wrote...
Oh, so it's perfectly reasonable to use your imagination to fix contradiction in the voice acting, but it's archaic to use your imagination when reading text dialog from a silent PC?lx_theo wrote...
Then you're doing it incredibly wrong. Have you never tried to develop a character that reacts certain ways in certain situations? You know, like a real human being? That's why the tone system works so well, imo. If you're being threatened, your character of not dealing with it well adn becoming aggressive can come out. Stuff like that is easy to do, and takes no more imagination than the pretending you have a certain inflection and such for a silent and such.
Once again, sounds to me like, "I just like it this way better."
You obviously don't get what I'm saying.tmp7704 wrote...
The tone system only allows the character to react in few provided ways in a situation. I.e. what you say is "doing it incredibly wrong" while at the same time praising it as the right way to go about it.lx_theo wrote...
Then you're doing it incredibly wrong. Have you never tried to develop a character that reacts certain ways in certain situations? You know, like a real human being? That's why the tone system works so well, imo.the_one_54321 wrote...
It has been demonstrated that voicing the PC creates a situation where you have only a few versions of the character, where you are then able to create a character that is based on some combination of only those few versions.
the_one_54321 wrote...
Voiceless characters seem plenty alive. What is "more fluid and realistic?" You haven't created any kind of distinct definition for any of these concepts. You're just throwing words out as through they were justifications. Define what you're talking about.lx_theo wrote...
Imagination + Character that seems alive + More fluid and realistic conversations + more > Imaginationthe_one_54321 wrote...
Oh, so it's perfectly reasonable to use your imagination to fix contradiction in the voice acting, but it's archaic to use your imagination when reading text dialog from a silent PC?lx_theo wrote...
Then you're doing it incredibly wrong. Have you never tried to develop a character that reacts certain ways in certain situations? You know, like a real human being? That's why the tone system works so well, imo. If you're being threatened, your character of not dealing with it well adn becoming aggressive can come out. Stuff like that is easy to do, and takes no more imagination than the pretending you have a certain inflection and such for a silent and such.
Once again, sounds to me like, "I just like it this way better."
On top of which, there are literally only 3, maybe 4 versions of Hawke. Again, literally. In each dialog choice, you pick between one of those versions and then use your own mental misdirection to create the illusion of character control. This is the a direct result of voicing the PC. Before the PC had a voice, creating many more dialog paths would have been significantly cheaper and easier to accomplish.
Modifié par lx_theo, 06 avril 2012 - 07:26 .
And i'm saying the person you were quoting wasn't talking about any specific way they'd personally "role-play with VO" but about limitations inherent to the tone system.lx_theo wrote...
I'm saying that you (or whoever I was quoting) was role-playing with VOs the wrong way.
Modifié par tmp7704, 06 avril 2012 - 07:28 .
And I EXPLAINED HOW THE LIMITATIONS ARE THE SAME.tmp7704 wrote...
And i'm saying the person you were quoting wasn't talking about any specific way they'd personally "role-play with VO" but about limitations inherent to the tone system.lx_theo wrote...
I'm saying that you (or whoever I was quoting) was role-playing with VOs the wrong way.
Sorry, the edit took me a while there. But in any case you can perfectly well address points on case by case basis. Doing otherwise is the same sort of dodging you accuse me of.lx_theo wrote...
Respond to my entire answer. If you choose to pick and choose parts, you are no better than sleeze-ball politicians.
Modifié par tmp7704, 06 avril 2012 - 07:30 .
Pfffhehehehe, really? Okay, I'll play along a little.lx_theo wrote...
You, sir, with all respect, need to work on your ciritcal thinking skills. Please pay attention to what i'm saying, because I've addressed most of these already.
Is that so? That's odd, because I remember a lot of entirely voiceless characters that seemed so alive to me. Like the character I played for several years on an NWN player world. Or lots of the PCs in RPGs that predated voice acting. I guess there must have been something wrong with my critical thinking to have been able to percieve these characters as being as alive as the voiced ones that are available now.lx_theo wrote...
Voiceless characters do not seem alive. They are static in the background. How is that seem alive in any regard when compared to voiced protagionists?
What is a fluid conversation? My critical thinking isn't strong enough to understand what you're trying to say.lx_theo wrote...
Everyone talking makes more fluid and realistic conversations. Common sense much?
Hmmm... I remember there being more than 4 or so in DA:O. It might be because I used my imagination to fill in the tone here and there. Obviously, I was playing the game wrong.lx_theo wrote...
And like I've said, silent only provides 4 or so version of the character anyways.
Modifié par the_one_54321, 06 avril 2012 - 07:33 .
lx_theo wrote...
I'm saying that you (or whoever I was quoting) was role-playing with VOs the wrong way.
lx_theo wrote...
For some reason, even though people like you prasie the imagination side of the silent, you can do it for the same result in the voiced system.