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Little mute option for immersion


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27 réponses à ce sujet

#1
catagon

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Would it be possible to include a mute option specifically for the protagonist's voice?

I like to imagine myself in RPG games, and I feel someone else's voice on my character dampens my immersion a little. In DA:O the warden spoke during combat, but during a dialogue there was speaking. This is very similar to what other games like Legend of zelda and Elder Scrolls do, and I find it works. I believe (but then again I'm no programmer) this would be a relatively easy update but could go a long way for people who share my sympathy.

 

Hope this gets read lol


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#2
Sylvius the Mad

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Would it be possible to include a mute option specifically for the protagonist's voice?

I like to imagine myself in RPG games, and I feel someone else's voice on my character dampens my immersion a little. In DA:O the warden spoke during combat, but during a dialogue there was speaking. This is very similar to what other games like Legend of zelda and Elder Scrolls do, and I find it works. I believe (but then again I'm no programmer) this would be a relatively easy update but could go a long way for people who share my sympathy.

Hope this gets read lol

Some of us have been asking for that for years. BioWare does not seem to want to do this.
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#3
Nefla

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Your inquisitor would still be moving their mouth and taking actions, don't you think this would be MORE immersion breaking on mute?
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#4
Guest_Puddi III_*

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Yeah, muting them isn't going to bring the silent protagonist back. It will just be a mute voiced protagonist.

#5
MissMayhem96

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mute the tv



#6
sandalisthemaker

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There is a little mute button on your remote, OP.

 

Press it whenever your Inquisitor is about to speak. 


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#7
Ianamus

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Considering paraphrasing is still being used you wouldn't even know what your Inquisitor was supposed to be saying.

 

And that's not even getting into how stupid they'd look moving their mouths and yelling with absolutely no sound coming out. 


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#8
coldflame

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Your inquisitor would still be moving their mouth and taking actions, don't you think this would be MORE immersion breaking on mute?

No. I have always preferred silent heros in games I play



#9
Nefla

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No. I have always preferred silent heros in games I play

I meant the fact that they would still be moving their mouths but nothing would be coming out. It's not like the game is in first person like Bethesda games.



#10
coldflame

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I meant the fact that they would still be moving their mouths but nothing would be coming out. It's not like the game is in first person like Bethesda games.

I understood you. I actually don't mind that.



#11
Nefla

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I understood you. I actually don't mind that.

:blink:


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#12
SamanthaJ

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I doubt Bioware is going to put a "mute the protagonist's voice" option after all the work the voice actors put into it.


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#13
catagon

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I wouldn't mind the lips moving. The old n64, ps2 and ds games would do that and it did not bother me.

I also wouldn't ask this if I thought it would takes weeks to do, I'm asking it because it looks relatively simple and there is plenty of support for it so it's worth while.

#14
Nefla

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I wouldn't mind the lips moving. The old n64, ps2 and ds games would do that and it did not bother me.

I also wouldn't ask this if I thought it would takes weeks to do, I'm asking it because it looks relatively simple and there is plenty of support for it so it's worth while.

If that's all you want though, why not mute your tv/computer while they talk and unmute when someone else talks?



#15
Grieving Natashina

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Most games will let you mute only the voices, should you so choose.  Otherwise, I don't think we're going to see anymore mute protagonists from BioWare in a major title.  Personally, I'm having trouble going back to games with silent protagonists after playing a lot of more modern titles.  


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#16
Realmzmaster

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I find it interesting that some posters appear to think that adding toggles to a game to turn something on or off is a trivial task. It is not a trivial task because it has to be tested by Q & A which includes testing to make sure that the toggle does not break some other place in the game and making sure that all the protagonist lines get muted that is not including the actual coding of the toggle which requires resources.

 

Making even a simple change in a line of code requires that it be tested extensively because that little change can break the game elsewhere. Q & A takes time and resources.  

 

Putting in toggles is far easier to do in the design phase of development. Once coding starts and all the assets are put into place it becomes more difficult to make changes.


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#17
Sylvius the Mad

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I understood you. I actually don't mind that.

Nor do I.

#18
Sylvius the Mad

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Considering paraphrasing is still being used you wouldn't even know what your Inquisitor was supposed to be saying.

Sure you would. As long as you don't know what the full line is, there's no reason to believe that it contradicts the paraphrase.

Really, if the paraphrases were any good we'd never think this might be a problem. We should never need see the full line to know what was said. If we do, then the paraphrase is broken.

But that's another issue.

#19
aTigerslunch

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Im lost on being lost with the paraphrasing issues....guess I understood things others did not on those lines.

 

 

But, yeah, there will be a toggle for muting everyone's voices in general already.  I prefer VA myself, just mute the tv instead, use subtitles to be sure your cue to unmute might help.



#20
Hiemoth

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I thought the issue with the mutable PC was with the way the audio files are constructed, although I will freely admit that I am not certain of this.

 

Essentially, the way I understood it, is that the audio files when played in the game aren't actually running separate audio files for each character speaking in the scene, but rather have the whole scene ran from one file which includes all the relevant audios are collected to. This is crucial in order to not just simplify the actually calling of the file, but to be certain that the cinematics of the scene match what is being played at every given moment.

 

So in order to to have the character muted, they would have to actually include completely new audio files in to the game with silence for each section where the PC speaks for exactly that period of time or include some new code that mutes each scene exactly at the time the PC speaks. Both of these would require resources and space, and are probably something Bioware did not deem important enough to invest in.

 

If I am wrong in this, I hope I am corrected.



#21
KaiserShep

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Sure you would. As long as you don't know what the full line is, there's no reason to believe that it contradicts the paraphrase.

Really, if the paraphrases were any good we'd never think this might be a problem. We should never need see the full line to know what was said. If we do, then the paraphrase is broken.

But that's another issue.

 

The problem here is that you're reading one option, to read another line of text again. This seems like a terribly clumsy workaround. If you're going to have a silent option, the menu itself would have to adapt accordingly so that you actually read the full dialogue before selecting it, like you would in any game with a silent PC. In any case, working around stuff like animation and so forth seems troublesome too. The character mouthing the words doesn't really serve any better for the intended goal.



#22
aTigerslunch

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I meant as in....volume control for voices/music/combat-elements.



#23
thats1evildude

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So ... watching your hero mouthing all his dialogue like he was in a silent film wouldn't affect your immersion?

#24
catagon

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I think I might delete the sound files for the Hero. I just worry if the game will crash searching for said files.



#25
aTigerslunch

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Interesting, it might crash and you do get to choose two different voices by the way.