right, because humans beings never say stupid things.
Thatâs just the point; they do say stupid things. When I make a dialogue choice and my character says something stupid, I feel like Iâm being framed as the direct cause of the stupid thing being said, which isnât a good feeling. I can see that you donât mind so much.
If it was third person, a voice would make sense. But in the first person, I donât hear my own voice the way people around me do. I hear it from the echo of my own thoughts. Similarly, I find that if I can assert my own voice over the text, I can feel more immersed.
Whatâs wrong with that? Neither characters nor people are perfect, so having things come up where you have a choice, the wrong thing is said, and it leads to some consequence isâŠno big deal, really. In fact, it makes a game more interesting as a result of the chance to screw up a little. They could simply script a thing like that in, but then youâd have NO choice.
Well the cutscenes and conversations are in third person, sooâŠ
Hmmm⊠Voiced characters have benefits and costs. Straight off the bat voice acting is expensive, and it can have potentially harmful effects on development. Because itâs so expensive, youâll often have less dialogue choices as a result (compare the 3 mass effect responses to the many, many options you get in something like Planescape: Torment). Also by having voiced characters, it makes it a lot harder to go back and change the script once the lines are recorded.
So not saying there shouldnât be voiced characters, just wanted to discuss some of the trade offs it can bring.
I think the main problem with including the player characterâs voice is that you have to sit through hearing the line being spoken after youâve already read it in making your response choice. This seems to me like something people would click through. Iâm not totally against the idea and some may enjoy it but I think the majority would want an option to single click and jump over the spoken part since they already know whatâs coming. Just my two cents.
Is that cast in stone yet?
But anyhow, a silent character is a thing of the past and should stay so. A story-driven game with cinematics and a main character who isnât even able to express himself is kind of ridiculous, really.
I hope it will be done in the same style as in Alpha Protocol. That game did it right.
all i can say, if youâre afraid or uncomfortable with playing a character that might say something stupid, youâre either insecure, or you say a lot of stupid things in real life, and you donât want to be reminded of that in a game.
In games where you can create your character from scratch (sex, skin colour, hair colour, background story, personality, name) then they should be left unvoiced. Everyone invents their unique characters for the game, would be annoying if he already had a set voice, or even if you have a selection of voices to choose from.
But this game already has the main character set, his sex, his name, his skin and hair, his background⊠only thing you have an influence here is his personality in some degree. The things you can choose for him, like should we burn down that village or is it too unethical for Henry? And even here, his personality might already be set - If he burns down the village, he might show great regret later in the game.
So thereâs the difference. Itâs more like Mass Effect and Alpha Protocol, although Iâve played neither. Iâve played Bioshock Infinite and I love the main characterâs voice acting there, although itâs not RPG. Then thereâs The Bardâs Tale, Call of Cthulhu, Remember Me, The Walking Dead telltale games, Max Payne games, GTA games, L.A. Noire, eeeeh (trying to remember games with voiced protagonists) All these games are pulls it off great! Even if theyâre not RPGâs.
So yeah, this game is a lot like all those games, plus a lot of RPG aspects and a sandbox world!
One of the thing I have taught myself while working in software industry was: Look at every bug and design flaw and think whether you can turn it into a feature so you can save yourself some work. Needless to say, itâs bullshit, and game incorrectly communicating what your character is going to say is bullshit as well, no matter how much of a positive spin youâre trying to put at it.
I want to see a system similar to that of Alpha Protocol where you werenât necessarily choosing exact sentences, yet the game communicated exactly how your reactions are going to come out.
Whoâs talking about the game incorrectly communicating what youâre trying to make the character say? That has nothing to do with my point.
Iâm talking about selecting an option that has a potentially negative result. No more, no less. Whether a voiced character or a silent protagonist, you canât have a good game if there are dialog options and none of them could go wrong. Thereâs no mystery in that.
Imagine a Witcher game with a voiceless Geralt. Just think about it for one second and hopefully youâll notice that it would be utter crapâŠ
Since itâs pre-alpha i donât think anything, but the soul of the game, is completely defined. Iâve also heard a lot of mixed opinions of the cutscenes, so they may actually change that.
It would ruin the game IMHO. This is a game that you already have a defined character and it sounds a bit like a psychological issue if the only way you can enjoy playing a game your PC character must be of same sex, race and and mute like your typical MMO character. This game is like epic book/movie where we make the choices for the character that did not pop up from somewhere(ala Skyrim) but had family, friends, connections and so on.
I think this people suffering from lack of self definition in real life might be intimidated to play as a character that has A backstory
Though i would prefer dragon age:origins prequel type of character creation where you could define some of decisions he made leading up to main story that might have consequence in later game.