NPC dialogue is as terrible in Skyrim as it was in Oblivion.

Post » Mon Jun 18, 2012 4:12 pm

In OB, NPCs repeated themselves too

I swear, Beth looks at the complaints about the dialogue from OB, does something about it, and now OB was OK to the same type of folks that used to complain about it, and Skyrim's dialogue is a problem

In my opinion, the common thread here is people like to complain
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Heather Stewart
 
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Post » Mon Jun 18, 2012 8:53 am

In OB, NPCs repeated themselves too

I swear, Beth looks at the complaints about the dialogue from OB, does something about it, and now OB was OK to the same type of folks that used to complain about it, and Skyrim's dialogue is a problem

In my opinion, the common thread here is people like to complain

so that justifies it being worse in skyrim? if you complain about a pain in you wrist and i solve it by swinging a tire iron into your groin, you should be grateful?

the fact that we we can reference OB as a positive example just highlights how much skyrim failed to deliver. the conversations havent improved at all and have even worse execution. bethesda addressing the issue in some way is not nearly the same as actually fixing it. the random dialogue was wonky in OB, but that wasnt fixed, it was just removed and replaced with one endlessly repeating introduction that triggers way too often and never never ever stops.

instead of fixing your car, bethesda scrapped it and gave you a bike. i dont know about you, but the planet im from doesnt consider that the same as fixing.
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matt
 
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Post » Mon Jun 18, 2012 7:30 am

Correct me if I'm wrong, but: It seems to me there are no NPC to NPC dialogues at all, except the scripted ones. Which is what most games do anyway, so what is radiant about it? Yes, NPCs have schedules, but that's hardly anything overwhelming or dynamic. Did they remove Radiant AI completely?

it was replaced by the radiant story remember the "broken unwanted feature" that was scrapped
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Penny Wills
 
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Post » Mon Jun 18, 2012 11:02 pm

There are actually NPC-NPC conversations. The strange thing is it happens only between members of enemy factions. If you are a sneaky type, heard what the bandits have to say (between them) before you kill them/are discovered.
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Marcia Renton
 
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Post » Mon Jun 18, 2012 10:06 am

The most annoying is the small talk of inept NPC covers the unique dialogs you can hear in some places. I don't care about hearing or the 748th time the guy working at Belethor when I am trying to listen the argument between 2 other NPC happening only once.

And what about people you don't know yelling at you just because you walk in the street ? Never met a guy adressing me like that IRL. If I talk to them OK, but not when they are on their business and I am on mine. If they don't want to alk then they don't talk, they don't need to say they don't want to talk when I am just trying to ignore them.

But the winner is the girl at bits and pieces in solitude ! After years she persists greeting you with "Beirand told me your arrival....". Yes, it was years ago. I live here now, I am married with a girl in town, I saved the town and restored the bard's festival and I am a thane, you know ? My first arrival in town is not the most important event in my life. And besides, the imperials were about to behead ME too, but I don't bother you everyday with this.

My friend, I'm honestly having a difficult time agreeing any more on this.

Well done. +1
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Sabrina garzotto
 
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Post » Mon Jun 18, 2012 6:30 pm

The dialogue is proportional to their intelligence (stupid). Please Bethesda, bring back Intelligence to the citizens of Tamriel!

Bring back intelligence? What intelligence? Are you talking about how Morrowind NPCs that would surrender and flee because you got to the high ground? Or the intelligence of Oblivion bandits who, when faced with a player that jumped on top of a rock out of melee range, simply kept swinging at the rock in vain hope of landing a hit? Or maybe those intelligent Daggerfall monsters that in their impatience get easily caught on dungeon corners?
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Lawrence Armijo
 
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Post » Mon Jun 18, 2012 12:43 pm

I get the feeling the bulk of the development was put into the environments and atmosphere, at least that's where the biggest results were achieved. Or, that definitely had a priority over other things, like dynamic npc's, superior quest writing etc.
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barbara belmonte
 
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Post » Mon Jun 18, 2012 9:50 pm

so that justifies it being worse in skyrim? if you complain about a pain in you wrist and i solve it by swinging a tire iron into your groin, you should be grateful?

the fact that we we can reference OB as a positive example just highlights how much skyrim failed to deliver. the conversations havent improved at all and have even worse execution. bethesda addressing the issue in some way is not nearly the same as actually fixing it. the random dialogue was wonky in OB, but that wasnt fixed, it was just removed and replaced with one endlessly repeating introduction that triggers way too often and never never ever stops.

instead of fixing your car, bethesda scrapped it and gave you a bike. i dont know about you, but the planet im from doesnt consider that the same as fixing.

Well said. I hate it when Bethesda hears complaints about a feature, and instead of fix it they just throw out the whole thing and often replace it with something worse. At least in Oblivion, NPCs did an introduction, and then various greetings plus regular dialogue from then on. Skyrim has NPCs giving their introduction for all of eternity and almost nothing else.
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Frank Firefly
 
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Post » Mon Jun 18, 2012 1:26 pm

"I've fought mudcrabs more fierce then you", "I saw a Mudcrab yesterday, horrible Creatures".

Nope Oblivion dialoge is much worse and that's only the tip of the iceberg. Skyrim is better, not perfect but much better.
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Albert Wesker
 
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Post » Mon Jun 18, 2012 12:12 pm

The quality of dialogues is obviously the game's biggest flaw.
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kiss my weasel
 
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Post » Mon Jun 18, 2012 3:13 pm

"I've fought mudcrabs more fierce then you", "I saw a Mudcrab yesterday, horrible Creatures".

Nope Oblivion dialoge is much worse and that's only the tip of the iceberg. Skyrim is better, not perfect but much better.

Scripted dialogue is better, I'm talking about standard ambient dialogue. Skyrim has virtually no ambient dialogue, all it has is NPCs endlessly repeating their introductions. Do you think that is a better alternative to the Oblivion system?
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Ally Chimienti
 
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Post » Mon Jun 18, 2012 9:31 am

Scripted dialogue is better, I'm talking about standard ambient dialogue. Skyrim has virtually no ambient dialogue, all it has is NPCs endlessly repeating their introductions. Do you think that is a better alternative to the Oblivion system?

It would be fine if they limited how often it's triggered.
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Inol Wakhid
 
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Post » Mon Jun 18, 2012 2:02 pm

Most important mod of ANY TES game is one that limits the range of the NPC dialogs.

Yes I'm running past you, I'm armed and armored, I look busy, why are you telling me intimate details of your life as I run past? etc etc etc.
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Isabell Hoffmann
 
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Post » Mon Jun 18, 2012 9:47 pm

NPC dialogue in skyrim is even worse (in my opinion) then in oblivion. The problem of oblivion was that there were only 12 voice actors. Still I hope that the modders and the CK may greatly improve this. And they should improve it in some dlcs
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Melanie
 
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Post » Mon Jun 18, 2012 12:10 pm

I have heard random NPC-NPC dialogues, I remember recently one woman bought something from a merchant (or said she did, I doubt anything actually happened) on her husband's tab. However, I do agree with the generic lines problem, though in both Oblivion and Morrowind (yes, but in text) NPCs would repeat their introductions after a certain amount of time had passed (in Morrowind they did check if the player had interacted since though, and it was quite a while).

I like that they removed a lot of generic dialogue for most people; in real life, people wouldn't be that interested in talking to you randomly, however, the few lines they chose to give generic NPCs... aren't generic enough (Stop talking about being a sailor, just say "Hmm" or something simple that I can believe). On the one hand, a lot more NPCs are unique... in that they all get one special line to give you every. single. time. you speak to them.
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Sarah MacLeod
 
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Post » Mon Jun 18, 2012 9:42 am

The thing I don't get is why all NPCs talk to you. How about you mind your own darn business? Makes me feel like I'm in a theme park. Actually, all of Skyrim is like a theme park.
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Lucy
 
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Post » Mon Jun 18, 2012 7:20 pm

The thing I don't get is why all NPCs talk to you. How about you mind your own darn business? Makes me feel like I'm in a theme park. Actually, all of Skyrim is like a theme park.

Exactly, attempting to should warrant a confused look, "Hmmphf" or insult if you continue to pester. Then you can focus on making the important NPCs much more interesting, and improve NPC to NPC behaviour
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Samantha Wood
 
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Post » Mon Jun 18, 2012 4:06 pm

Yeah, it's one of the "little" things that prove lazyness, I guess it's not exactly rocket science to have every npc keep track of what they recently said and randomize the lines or at least shut the [censored] up for a while. I was trying to listen to the bard and a stupid lady, can't remember the name, kept shouting in my ear like a broken record what did I want.
Yeah, I know right?
3 years of sitting by a computer designing a gigantic world filled with content.
Compete utter laziness.
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SamanthaLove
 
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Post » Mon Jun 18, 2012 9:51 am

All of Bethesda's games have terrible voice acting in my opinion. I should offer my services. They could use a proper actor of voice in their games. Some things should remain written and not spoken...
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RaeAnne
 
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Post » Mon Jun 18, 2012 6:17 pm

Yeah, I know right?
3 years of sitting by a computer designing a gigantic world filled with content.
Compete utter laziness.

Certain aspects of the game have shoddy workmanship, which some people refer to as laziness. Ambient NPC dialogue was very poorly done in Skyrim, so many people refer to Bethesda's work on it as being lazily made.
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Claire Jackson
 
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Post » Mon Jun 18, 2012 9:07 am

If it isn't the slayer of the Glenmoril Witches. How can I assist you, Companion?
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Epul Kedah
 
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Post » Mon Jun 18, 2012 8:56 pm

The voices file is 1.4GB. There is probably a limit of how much they could include. Its easier for smaller games with fewer npcs to give each more lines and conversation option.
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no_excuse
 
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Post » Mon Jun 18, 2012 2:13 pm

Dialogue has some problems but I'm having a hard time thinking of anything that Oblivion did better than Skyrim...even dialogue.
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Bambi
 
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Post » Mon Jun 18, 2012 9:11 pm

One reason it sounds bad is that many NPCs have only one (or a small number of) greetings. I don't really fault Bethesda for that, because there are so many NPCs in the game there are only so many lines they can voice act.

But what makes this much worse is how they have to say something everytime you are in some vague vicinity of them. That is, in my opinion, a fault. The first mod I've installed keeps NPCs quiet unless you pretty much bump into them. So far that is my only mod, and I consider it an essential mod to stop the blather.

i do miss hearing about boycotts of imperial goods in the summerset isle, ...

... the Altmer have powerful Wizards, it could be a dangerous situation.

The rumor turned out the be a very correct!
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FoReVeR_Me_N
 
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Post » Mon Jun 18, 2012 10:06 am

"I've fought mudcrabs more fierce then you", "I saw a Mudcrab yesterday, horrible Creatures".

Nope Oblivion dialoge is much worse and that's only the tip of the iceberg. Skyrim is better, not perfect but much better.

How is that proof that oblivions dialogue is better? Unless your refering to a time that someone said both one immediately after the other, which I never experienced let alone could not get away from hearing short of sitting in the middle of a forest not moving.

The first is a insult and suits it's purpose fine, would you like it if someone said to you you're weaker then a crab? the later is a commoner that went to trade some goods/visit someone and saw these common place creatures that attack on sight and are vile looking not to mention ripe with disease.

Yes both got said often but OB probally did have more choices in dialogue for situations, to some extent people talking in passes has been completely removed. And neither I would say where said any more often then I took an arrow to the knee (at least its more believable that everyone would have seen a mudcrab at somepoint over every single guard being an ex-adventurer that got shot in the knee of all places(plus why would your inablity to walk round alot and fight without pain make you a grand candidate for a guard post just to further drive home the poorly choices in dialogue writing) or being called a sneak thief. Plus there are people that literally have the one line and will repeat it over and over if you get anywhere near them.
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Jade Barnes-Mackey
 
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