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Will interactions have cutscenes or just dialogue windows?

cutscenes voiceovers dialogue

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54 replies to this topic

#21
Ineth

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plenty of fans would be willing to do voice overs for free (or some novelty payment like an NPC with their name).   The could put out a few lines of sample dialogue, and ask people to send sound recordings of themselves voicing it

 

For voice acting you need:
 

1) talent & experience.

 

2) probably more importantly, a professional recording studio with expensive equipment, otherwise it will sound horrible.


Edited by Ineth, 13 April 2013 - 12:50 AM.

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#22
Lephys

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For voice acting you need:
 
1) talent & experience.
 
2) probably more importantly, a professional recording studio with expensive equipment, otherwise it will sound horrible.

 

1) Perhaps not, for 3-line characters. I personally feel that I could practice enough to effectively deliver a couple of lines in a non-terrible voice.

 

2) Yeah, I suppose. I mean, some people make some pretty clear/awesome youtube videos now, with like $100 worth of software and equipment. So, I maybe wouldn't say that a professional studio and equipment are necessary... but you definitely couldn't just use Ventrilo and a webcam mic. 8P


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#23
Messier-31

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Talking about voices... I know that PoE will have limited voice-acting, but what does it mean?

  • Full voice-acting - like the one in Fallout New Vegas, all dialogue is recorded

This is not gonna happen so we are left with this:

  • Limited voice-acting in Baldur's Gate style - party members talk, dialogues of most importance "talk", every NPC says a word or two when clicked upon
  • Limited voice-acting in Icewind Dale style - party members talk, dialogues of most importance "talk", every NPC is mute
  • Something else?

I personally would like to see the BG-style, how about you?

 

49656797.jpg

 

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#24
Sedrefilos

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I kind of like the look of the dialogue system for D:OS:

Divinity_OriginalSin_24_crop_v2.jpg

I like this layout.

 

Thay have changed it to the IE style a bit


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#25
teknoman2

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im against full VO in this sort of game. there will be partial for some important stuff and battle responses, but any more than the absolutelly necessary would be detrimental. many modern games with full VO cut down on the amount of dialogue (even when some extra lines are necessary) because of the cost. so it's better to have something with partial VO and have the dialogue writters make as much as they see fit



#26
Fatback

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#27
eLeF

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If no proper voice acting there should atleast be an option to change the text size so it would be easier for people to read all that dialoge. Id hate to sacrifice the resolution just to have everything bigger :p



#28
Bryy

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I'm going to buy the game either way, but I'd like to know in advance which it is so I don't get my hopes up.

 

When you interact and talk with NPCs in PE, will it be more like NWN2/Dragon Age/Mass Effect, with zoomed-in cutscenes? Or will it be more like the Infinity Engine games and NWN1, where you stay at the same view level and just have dialogue boxes pop up? I'm assuming the latter since it's probably a whole lot cheaper.

 

On a related note, to what extent will there be voiceovers? Full voiceovers are probably out too, like cutscenes, right? So like the Infinity Engine games, we'll have what, the first line voiceovered, and the rest of the dialogue just in mute text? Will companions have catchphrases like Minsc or will they be fully mute?

I don't know why people like getting upset over things that they know are not going to happen based on prior information.



#29
teknoman2

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If no proper voice acting there should atleast be an option to change the text size so it would be easier for people to read all that dialoge. Id hate to sacrifice the resolution just to have everything bigger :p

this in not a 1999 game played on a 2009 screen. back at the time the most comon screen resolutions were 640x480 or 800x600 (1024x768 was for the rich) so the game was designed around them. they werent exactly thinking that 10 years later people will be playing it on 1920x1080. and since that is the standard resolution these days, there wont be a problem for a few years. besides today we have rendering tecniques and the hardware to execute them that back then were not possible, so making it all change size to match the resolution automatically is easy


Edited by teknoman2, 10 May 2014 - 09:45 PM.


#30
Kjaamor

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I think Obsidian might be overlooking a vast untapped resource.  Lephys makes a great point, plenty of fans would be willing to do voice overs for free (or some novelty payment like an NPC with their name).   The could put out a few lines of sample dialogue, and ask people to send sound recordings of themselves voicing it, with the signed agreement that they will not be paid for any voicing used.  The cost associated with it would be paying someone to sift through the videos and find the decent ones.  The people picked could be contacted for more lines.  Would work just fine for minor NPC's, and you really only need first line and one line voice overs to get the feel.

 

I'm sure there are more complications, but its an untapped resource nonetheless. 

 

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#31
Zwiebelchen

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I really hope for pseudo-cutscenes in isometric game-view just like the old JRPGs did. Imho that's the best way to spice up dialogue and making the player not want to skip it without voiceover.

 

I posted that in the pitfalls thread, but here's a quote for you guys, just because I feel it summarizes what I hope PoE dialogue would be:

 

 

 

Yes, I know this goes against the spirit of the IE games and may cause hardcore roleplayers to beat me with their plastic figurines, but with a game that is announced to have no voice-over, I just don't want to read three pages of text for every random NPC I talk to.

 

This does not say I want meaningless dialogue or no choices; hell no! I just want NPCs to threat me like the busy adventurer I am and go straight to be point.

 

A well written interactive story provides narrative by a combination of text, actions, art and mechanics. A game is not a book. I'm totally fine with reading a book when I'm actually reading a book. But a game is an interactive medium that has so many other ways of delivering a message. At the very least, if you have a lot of information for the player to swallow, chop it up into smaller pieces by good quest design. There's no reason a questgiver should give me lengthy background lore on a temple to investigate when I can be presented with that lore in a more interesting way (for example, by solving a puzzle).

 

This is one of the things that old JRPGs just did right. While they suck at making dialogue matter (since basicly, your protagonist auto-talks without any choice), they excel at presenting both lore and relevant information in a usually straight-to-the-point and interesting fashion.

I NEVER skipped dialogue in games like FF7, even if there was no voice-over at all.

 

I think a huge part of why JRPGs are so good at delivering dialogue that nobody skips is, that the dialogue is presented in huge letters on the screen to allow them to be seen on the low-resolution TVs of past days. This forced writers to compress information into very few lines and use other means to give information. The most famous one being the "flashback cutscene":

A lot of old JRPGs did that. Instead of the generic villager telling you that he wants to seek revenge for his killed sister, you actually see a cinematic (with a color filter or something indicating that it's a flashback) of soldiers breaking into her home and murdering her.

I just don't understand why modern RPGs totally neglect this way of presenting narrative. And you don't even need fancy 3D cinematics to do something like that. Old console games always had such cinematics in isometric perspective and it totally worked.

If 20 year old games can do that, I don't see why PoE can't.


Edited by Zwiebelchen, 13 May 2014 - 03:35 AM.


#32
Infinitron

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“If you don’t like to read, don’t play this game”

 

-Josh Sawyer, project director and lead designer


Edited by Infinitron, 13 May 2014 - 03:57 AM.

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#33
Kjaamor

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The jrpg model mentioned above, for all I love it and it is dear to my heart, generally serves better for interactive novels than western rpgs.

 

More to the point, I don't think that PoE could use such a system and maintain that it is keeping the infinity engine feel. It's all well and good taking mechanics that followed the infinity engine games (Or is it? The debate continues), but to take mechanics that precede it is likely to raise more than a few grumbles.

 

Personally, I'd be happy with it, but I feel certain I'd be in the minority.



#34
Jarmo

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Nevermind the voice-overs and zooming in, I'm betting there'll be more than a few cutscenes anyway.

Meaning, the control is wrestled from the player for the duration. 

 

It's just easier to handle situations where the bad guy comes in, makes a few boasts and then walks away.

Without a cutscene, the players are wont to hack away at Mr. Evil with all the panoply of war.



#35
Malekith

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Nevermind the voice-overs and zooming in, I'm betting there'll be more than a few cutscenes anyway.

Meaning, the control is wrestled from the player for the duration. 

 

It's just easier to handle situations where the bad guy comes in, makes a few boasts and then walks away.

Without a cutscene, the players are wont to hack away at Mr. Evil with all the panoply of war.

They should make them skipable after the first time. There is nothing more annoying than BG2's in game cutscenes and dream sequences after the second playthrough


Edited by Malekith, 13 May 2014 - 04:57 AM.


#36
Sensuki

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To be fair though BG2's were pretty cool. I didn't have much of a problem with them, perhaps only the one after the Gaelan Bayle convo in Chapter 1.



#37
Malekith

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To be fair though BG2's were pretty cool. I didn't have much of a problem with them, perhaps only the one after the Gaelan Bayle convo in Chapter 1.

I liked them myself. But  now (many playthroughs later) i just roll my eyes and wish them to end



#38
Zwiebelchen

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The jrpg model mentioned above, for all I love it and it is dear to my heart, generally serves better for interactive novels than western rpgs.

 

More to the point, I don't think that PoE could use such a system and maintain that it is keeping the infinity engine feel. It's all well and good taking mechanics that followed the infinity engine games (Or is it? The debate continues), but to take mechanics that precede it is likely to raise more than a few grumbles.

 

Personally, I'd be happy with it, but I feel certain I'd be in the minority.

 

We actually have this to a certain extend in BG2. Remember f.ex. the dream sequences. I think the same mechanic could be used in NPC dialogue to make it more interesting (have the ordinary text UI interrupt the cinematic to progress dialogue between cutscene-chops).

Reading text is fine for me. But it should still be presented in an interesting way. It's 2014, after all.


Edited by Zwiebelchen, 13 May 2014 - 05:33 AM.


#39
Kjaamor

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Baldur's Gate II used this sparingly in order to create a narrative. It also used the system primarily to define events where a lack of player agency in the dialogue made sense (i.e. Irenicus-led dreams, Irenicus and Imoen alone, etc).

 

Control over the dialogue is a key feature to the IE games, and when you ask people here which IE game they think had the best dialogue/writing then they almost inevitably answer 'PS:T' (As an aside, I maintain that Fallout 2, although not an IE game, was far better in this regard, but w/e). People are looking for more control of the dialogue, and less automation. As I say, the format you describe is more suited to interactive fiction than western rpgs.

 

Again, we can wait and see what people say, but I suspect that the majority of people - and unquestionably the vocal majority of people - would prefer something that was closer to the IE way of doing things.


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#40
Lephys

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If you're character's wielding a bladed weapon, will not every combat encounter be a "cut scene"? 8)





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