Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Dec 2016
F
Feim Offline OP
stranger
OP Offline
stranger
F
Joined: Dec 2016
Should the complete voiceover prove to be impossible (for obvious reasons), I urge the Larian team to not give up completely on adding "voices" to the player characters in some shape or form, regardless of how limited they'd have to be. Because nothing makes the characters come to life more, than a real spoken sound...

Remember the Diablo 1's "The sanctity of this place has been fouled..." and other short, rare yet immersive monologues uttered by the character upon entry to new areas? How much spine chilling immersion it brought to that limited and archaic game, and how much more alive those few spoken words made the character feel...yet hov little resources it took to achieve.

All I'm saying, is that there is a creative solution to any problem, one just has to look for it, knowing that it's really worth the trouble...and regarding the voices in such an immersive game as D:OS2...
-- it is.



Joined: Apr 2003
enthusiast
Offline
enthusiast
Joined: Apr 2003
That is a matter of opinion. Remember Diablo was an action RPG. You had set characters that each had their fixed role and personality.

This is a true RPG that means that no matter how good the voice acting might be some people just can't identify with it because they play their char different from what was recorded.

That plus the fact that voice recording is quite expensive. (see the former game) So it is a difficult decision to add that.

Last edited by MAsterX; 24/12/16 03:35 PM.
Joined: Nov 2007
addict
Offline
addict
Joined: Nov 2007
Imho, they need to decide how many of these traits they actually want. And to what extent the dialogue should change, everytime you select a trait.(That'll affect the amount of VOs done.)

Also I enjoyed reading the dialogue but sometimes, found them superfluous especially when there were only very minor changes, depending on what trait you select: As Red Prince, As scholar, one of the other stances offered to Red Prince, etc.

Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
A complete voice-over including full dialogue for player characters is extremely unlikely because of the indirect dialogue used by the game. (Changing every single dialogue option in the game from indirect to origin-specific would massively increase the amount of dialogue needed to be written and exponentially increase the cost for voice-acting.)

And I really really hope that there is absolutely ZERO voice acting for repetitive dialogue loops. Those were godawful and immersion-BREAKING in D:OS 1.

Joined: Nov 2007
addict
Offline
addict
Joined: Nov 2007
Btw, I would prefer they put up another Kickstarter for voice-acting.

Joined: Oct 2015
N
old hand
Offline
old hand
N
Joined: Oct 2015
Originally Posted by DrunkenTofu
Btw, I would prefer they put up another Kickstarter for voice-acting.


Ever hear the term: Trying to make a baby 10 times faster by hiring 10 mothers?

There is just too much dialog at this point.

Joined: Nov 2007
addict
Offline
addict
Joined: Nov 2007
Well, I meant: partial voice-acting for the most important characters(only).

Joined: May 2010
Location: Oxford
Duchess of Gorgombert
Offline
Duchess of Gorgombert
Joined: May 2010
Location: Oxford
Originally Posted by DrunkenTofu
Well, I meant: partial voice-acting for the most important characters(only).

I quite liked the partial voice acting in Ego Draconis, which was limited to reactions to certain situations ("ooh, shiny!" and "feel my wrath!" etc). I always chose the civilian female, voiced by Emily Dormer, I think.


J'aime le fromage.
Joined: Oct 2016
enthusiast
Offline
enthusiast
Joined: Oct 2016
This was talked about a month or two ago already.

A full voice-over or even a partial one does not fit a true RPG like Divinity: OS. Voiceovers work when you have a set amount of fixed characters with predetermined personalities and backstories. That way you can ensure immersion into the character. For example - Geralt of Rivia from the Witcher franchise. You hear that guy talk, you *immediately* recognize him. No such thing in the Divinity series. You can't force things to work just because they worked in a different setting.

If there are to be voiceovers, then only give voices to the major NPCs and origin characters. I think they're already doing it like this to be honest.

Last edited by Kelsier; 25/12/16 04:00 PM.

Moderated by  gbnf 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5