Slick scoring and 3D modeled NPCs OR deep dialogue trees?

Post » Tue Jun 12, 2012 4:34 am



So why not hook up with like-minded folks on this forum and start your own game development company? You could build a RPGs exactly the way you think they should be and gain fame and fortune from the massive sales that would doubtless follow.

Then you could come back here and flaunt your success in Bethesda's face.

Being a critic is much easier.
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Katey Meyer
 
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Post » Mon Jun 11, 2012 11:50 pm

Being a critic is much easier.

Ain't it always, though?
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Silencio
 
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Post » Tue Jun 12, 2012 8:03 am

I figure that if people are http://www.gamesas.com/topic/1352250-slick-voice-acting-or-deep-dialogue-trees/, well, why stop there with such an awesome idea?

What about the score? I mean, writing a score and getting it recorded by an orchestra and a vocal choir is no inexpensive proposition. The composer commands a good fee, then there's a conductor and an entire orchestra to pay to record the piece - lots of pieces, actually, since there's more than just the opening score. There's background music playing through the entire game, and there's incidental music when something particularly dramatic happens - leveling up, seeing some especially scenic view in a dungeon, and of course the combat music. Then on top of that, Skyrim has a number of pieces that include vocal parts, so you've got to hire a choir on top of the orchestra.

Then you also have to pay for studio time - and a professional recording studio is not cheap at all - along with the rather expensive talents of professional engineers and a music producer, all of whom are well-paid professionals working in a very lucrative industry.

Long story short, this is one hell of a lot of money dedicated to having the game scored. It's obviously just yet another step in Bethesda's long decline since they were doing things right, back in the days of Morrowind (although even Morrowind had resources leeched by a professional score) and they're just abandoning the hardcoe gamers, the RPers, their real base, to appeal to the Casuals and their ridiculous Modern Warfare and Call of Duty and Angry Birds. Think about how much money they could have saved by not having spent all that money on this flash-in-the-pan, all-glitz-and-no-substance music score, and instead spending it to hire a metric ton of writers, who could really flesh out their characters? I mean, really flesh them out. Don't you just kinda find it annoying that you can't follow Nazeem and find out why he doesn't seem to think his [censored] stinks? Well, if there were enough writers hired, there could have been a writer whose only task was to develop a massive, branching dialogue tree that would allow you to find out why Nazeem was such a [censored] arrogant [censored] and why he wanders around town when he's got a farm to run? Maybe you could invite him to the inn for a meal and, y'know, just sit down to talk to him and really get to know Nazeem as Nazeem, an individual, and not just "that stuck-up Redguard who wanders around the market in Whiterun and whose wife thinks he's worthless."

I mean, do we really need a live score to the game? Back in the day we had MIDI scores playing in the background? Was that so bad? Did we have to abandon MIDI scores, which were dirt cheap, and replace them with expensive scores played by live musicians, when we could have had the money allocated to some real, deep conversational trees, so that we could really get to know these simulated characters better?



And then there's 3D modeling. Yes, yes, it's pretty and all, but is it really all that necessary from a role-playing perspective? I mean, back in the day we had Doom, with its sprite-based enemies, and that worked well enough. Daggerfall used sprites for NPCs and monsters as well, and durn it that worked well enough for role-playing purposes. Where's peoples' senses of imagination? And again - think of all the money Bethesda had to sink into a top-of-the-line game engine capable of rendering all these high-polygon 3D models with textures, and their fancy HDR lighting effects and water particle spray effects for the waterfalls.

Think of how many writers Bethesda could have hired if they had saved the money on the score AND on all the fancy graphical bells and whistles that serve nothing but to lure the stupid Casual Gamers away from their Wii and their iPhones and their Farmville and their Words With Friends and their Mario Kart; they're just messing things up and distracting Bethesda from developing games for the REAL gamers, the Hard-core Gamers, the True Believers.

Again, think of how many writers Bethesda could have hired with all that money; hell, I bet you could sit and talk to Nazeem or Belethor for hours. Maybe one day, Nazeem. Maybe one day.

Until they get voice acting right, don't want it. As for the symphony orchestra playing while I adventure, I've always wanted to figure out which hill it was hiding behind. The graphics they got right, they can keep them.
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Kara Payne
 
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Post » Mon Jun 11, 2012 11:56 pm

Pretty graphics do not make a game great, neither is voiced dialogue. Sure people are drawn in by the awe of hearing peoples voices and seeing pretty images onscreen that does not make a game great that is just fluff.

Neither does long trees of exposition.
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He got the
 
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Post » Tue Jun 12, 2012 3:06 am

Neither does long trees of exposition.
If it offered an interesting and more in depth understanding on your characters then yes it does.
Text is also cheaper than voice acting.
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NAtIVe GOddess
 
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Post » Tue Jun 12, 2012 4:31 am

Until they get text right, I don't want it. And by getting text right I mean I want to be able to read it with my ears.
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Tina Tupou
 
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Post » Tue Jun 12, 2012 11:27 am

BY THE GODS!

Is voice acted out... yet it's depth rivals that of a dried up spit puddle. Thank you for introducing me to your wares in this completely out of place manner.
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Scotties Hottie
 
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Post » Tue Jun 12, 2012 11:37 am

Every TES game has a score, and almost every one has the same theme. At least variations on it. The idea for the one in this game is [censored] brilliant. Probably the best idea they came up with out of all of them. If you say otherwise, you're a dirty Phillistine. A lot of the game came into being just from the idea of the score itself. Todd wanted to hear the TES theme set to a Wagnerian like motif, complete with a Nord choir. And he had this idea that they'd be singing in a dragon language. This was before the game was being worked on. So they put their heads together, created a language, words for the song, etc.. Akaik, Soule only got a choir for this song. And from what I know about studios (I'm a musician myself), it wouldn't have been that big of a dent in their pocket compared to gaming development costs. They got a couple dozen opera singers, studio time, and then replicated the voices to like 90 or something.
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Trevi
 
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Post » Tue Jun 12, 2012 1:35 am

Jeremy Soule didn't record the music with an orchestra; he did it with electronics, computers and samples. He's good at that.

People talk about voice acting as if all it were for was dialogue trees. Yes, it's nice to have it there, but it affects the game in other ways. You can learn things by listening to NPCs across the street talking, the bandits make their presence known by talking to themselves/each other, and dramatic moments are easier when NPCs run around yelling things you're supposed to hear rather than walking up to you and presenting a textbox. Dialogue in games gets better as time goes on and techniques for producing it become cheaper or more efficient (actors only become cheaper if you hire cheaper actors of course). Having voiced dialogue now works as a stepping stone to having better voiced dialogue in the future.

Most of the problems with Skyrim's gameplay, depth of plot, etc. are more a reflection of designer priorities than budget spent on voice actors and music. A lack of dialogue isn't going to fix the quests that don't start correctly because you were exploring.
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Elisabete Gaspar
 
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Post » Tue Jun 12, 2012 1:04 am

Every TES game has a score, and almost every one has the same theme. At least variations on it. The idea for the one in this game is [censored] brilliant. Probably the best idea they came up with out of all of them. If you say otherwise, you're a dirty Phillistine. A lot of the game came into being just from the idea of the score itself. Todd wanted to hear the TES theme set to a Wagnerian like motif, complete with a Nord choir. And he had this idea that they'd be singing in a dragon language. This was before the game was being worked on. So they put their heads together, created a language, words for the song, etc.. Akaik, Soule only got a choir for this song. And from what I know about studios (I'm a musician myself), it wouldn't have been that big of a dent in their pocket. They got a couple dozen opera singers, studio time, and then replicated the voices to like 90 or something.
Oh, I don't mind this one nearly as much as the scores from former games. It is nice sounding. But it still seems silly to me that I hear a symphony orchestra while trekking through the snow.
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ijohnnny
 
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Post » Tue Jun 12, 2012 8:08 am

Oh, they definitely made a mistake with Skyrim's theme music. Clearly, rather than recording it they should have just displayed the sheet music on the main menu. That way, our appreciation of it would have been so much deeper and stuff.
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Jeneene Hunte
 
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Post » Tue Jun 12, 2012 12:35 am

Oh, they definitely made a mistake with Skyrim's theme music. Clearly, rather than recording it they should have just displayed the sheet music on the main menu. That way, our appreciation of it would have been so much deeper and stuff.
No, what I am asking for is for it to be left out entirely--so that I could hear the crunch of the snow as I walk, the birds sing, twigs snapping that might warn me of predators--you know, immersion stuff. Not "So someone stole your sweet roll" for the thousandth maddening time.
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Enny Labinjo
 
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Post » Tue Jun 12, 2012 5:50 am

We already have things like software synthesizers that can produce realistic orchestrated music and even vocal choirs (see EWQL Symphonic Choir; it has a Word Builder that actually makes the choir sing whatever you type!)... we have software drums that sound just like the real damn thing, we have modeled guitars so that no one has to mic up a huge guitar cabinet anymore... the audio world is very advanced these days.

Perhaps in the VERY NEAR future, someone will come up with "voice acting modeling" so that game developers can add millions of lines of spoken dialogue at no additional cost (and voice actors go out of business). XD

(We kind of already have primitive text -> voice capabilties already anyway... won't be long before that gets improved upon).
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Bedford White
 
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Post » Tue Jun 12, 2012 4:24 am

We already have things like software synthesizers that can produce realistic orchestrated music and even vocal choirs (see EWQL Symphonic Choir; it has a Word Builder that actually makes the choir sing whatever you type!)... we have software drums that sound just like the real damn thing, we have modeled guitars so that no one has to mic up a huge guitar cabinet anymore... the audio world is very advanced these days.

Perhaps in the VERY NEAR future, someone will come up with "voice acting modeling" so that game developers can add millions of lines of spoken dialogue at no additional cost (and voice actors go out of business). XD

(We kind of already have primitive text -> voice capabilties already anyway... won't be long before that gets improved upon).
That sounds like it would work.
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Amie Mccubbing
 
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Post » Tue Jun 12, 2012 7:34 am

They gutted the excellent text heavy games of the past to shift focus to the casuals. Gone are the days of great dialogue and interesting NPC's. Hope you're happy Beth :sad:
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BrEezy Baby
 
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Post » Mon Jun 11, 2012 11:44 pm

That will never work, frankly. Yes, you can synthesize intelligible speech, but you can't fake a human. A computer can't put emotion into a line.
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Krystina Proietti
 
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Post » Mon Jun 11, 2012 11:46 pm

That will never work, frankly. Yes, you can synthesize intelligible speech, but you can't fake a human. A computer can't put emotion into a line.
When I was young, there were no video games, and most of us could not imagine them. Betcha they'll eventually get it to work.
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Misty lt
 
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Post » Tue Jun 12, 2012 9:25 am

When I was young, there were no video games, and most of us could not imagine them. Betcha they'll eventually get it to work.

I'm quite sure they will be able to simulate the human voice, but they won't be able to simulate the subtleties of human speech and emotion. The first is a question of reproducing a natural sound sufficiently accurately; the second is a question of modeling factors that humans are very, very good at judging. After all, take a look at the most photorealistic human faces in computer animation. Polar Express was something of a technical achievement, but its characters were stuck right in the very bottom of the Uncanny Valley.
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Isabell Hoffmann
 
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Post » Mon Jun 11, 2012 8:32 pm

I'm quite sure they will be able to simulate the human voice, but they won't be able to simulate the subtleties of human speech and emotion. The first is a question of reproducing a natural sound sufficiently accurately; the second is a question of modeling factors that humans are very, very good at judging. After all, take a look at the most photorealistic human faces in computer animation. Polar Express was something of a technical achievement, but its characters were stuck right in the very bottom of the Uncanny Valley.
Perhaps you are right, but I think they might get it well enough that I could stand it. I can stand the graphics in Skyrim, which aren't photorealistic, but quite good for a game. I'm not asking for complete realism in sound, just more depth in dialogue.
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Iain Lamb
 
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Post » Tue Jun 12, 2012 1:40 am

Perhaps you are right, but I think they might get it well enough that I could stand it. I can stand the graphics in Skyrim, which aren't photorealistic, but quite good for a game.

This is true, but it's the water and mountains and trees and clouds that look so utterly real. The closer you get to humans, the less real things look. Obviously the character models are a great improvement over Oblivion, but they're nowhere near as good as the environment, and I can't say for sure if they will be.

After all, the direction the graphics have taken doesn't bode well for the possibilities of having very convincing characters. The most believably human faces in animation tend not to be the ones that shoot for photorealism, but rather the more stylized characters, where the animators abandon any attempt to broadly reproduce the human form in detail, and concentrate on things like getting a particular gesture or facial expression just right. It usually ends up being more convincing than the attempts at photorealism, because our standards and expectations change in response.

TES is shooting - wisely, I think - for a really close-to-photorealistic visual experience,and it can be breathtaking, but I think it might doom them to having less-than-ideal results with their characters.
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Khamaji Taylor
 
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Post » Tue Jun 12, 2012 5:43 am

I'm quite sure they will be able to simulate the human voice, but they won't be able to simulate the subtleties of human speech and emotion. The first is a question of reproducing a natural sound sufficiently accurately; the second is a question of modeling factors that humans are very, very good at judging. After all, take a look at the most photorealistic human faces in computer animation. Polar Express was something of a technical achievement, but its characters were stuck right in the very bottom of the Uncanny Valley.

The same goes for half the voice actors they hire anyway. Give it a few more decades. IMO, game developers waste a lot of money hiring movie stars to work in games. Good voice acting is a different skill, and not one all of them have.
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Michelle Smith
 
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Post » Tue Jun 12, 2012 8:22 am

TES is shooting - wisely, I think - for a really close-to-photorealistic visual experience,and it can be breathtaking, but I think it might doom them to having less-than-ideal results with their characters.

Thus making Bethesda George Lucas.
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Zoe Ratcliffe
 
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Post » Tue Jun 12, 2012 3:04 am

This is true, but it's the water and mountains and trees and clouds that look so utterly real. The closer you get to humans, the less real things look. Obviously the character models are a great improvement over Oblivion, but they're nowhere near as good as the environment, and I can't say for sure if they will be.

After all, the direction the graphics have taken doesn't bode well for the possibilities of having very convincing characters. The most believably human faces in animation tend not to be the ones that shoot for photorealism, but rather the more stylized characters, where the animators abandon any attempt to broadly reproduce the human form in detail, and concentrate on things like getting a particular gesture or facial expression just right. It usually ends up being more convincing than the attempts at photorealism, because our standards and expectations change in response.

TES is shooting - wisely, I think - for a really close-to-photorealistic visual experience,and it can be breathtaking, but I think it might doom them to having less-than-ideal results with their characters.
That's true. The game characters that look the most real to me are the ones from Sims 2--which are very cartoonish, but watching them move and gesture and show emotions makes them seem alive. Then EA went and spoiled that with the "puddings" in Sims 3. I enjoy the graphics and the looks of the characters in Skyrim, but I long for them to smile, or frown, or something.
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Roberta Obrien
 
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Post » Tue Jun 12, 2012 6:54 am

The same goes for half the voice actors they hire anyway. Give it a few more decades. IMO, game developers waste a lot of money hiring movie stars to work in games. Good voice acting is a different skill, and not one all of them have.

That's my point though; we can model the human face fairly closely in a technical sense, but it never [i]feels[/] successful because we're programmed to be able to perceive very subtle things about the human face. This means that to be convincing, a CGI face will have to reach a degree of quality that is unlikely to ever be reached. The same applies to the human voice. I'm quite sure that they will one day - if it hasn't already been done - synthesize a CG voice that is, in technical terms, fairly close to the human voice. The problem will lie in the fact that, just like with the face, we're programmed to be able to detect very subtle things in the human voice, which means that any CG speech will have to hit a level of quality that is unlikely to ever be reached.

CGI works best when you're trying to convincingly portray something that humans are less familiar with - the way very non-human-shaped animals move, for example. A fish's or snake's movement can be more easily simulated, because we as humans can't detect inaccuracies in how a fish moves to anything like the fine degree we can do so with people.
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Kirsty Wood
 
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Post » Mon Jun 11, 2012 11:07 pm

That's true. The game characters that look the most real to me are the ones from Sims 2--which are very cartoonish, but watching them move and gesture and show emotions makes them seem alive. Then EA went and spoiled that with the "puddings" in Sims 3. I enjoy the graphics and the looks of the characters in Skyrim, but I long for them to smile, or frown, or something.

Exactly. I guess it's easier for cartoonists to convincingly convey emotions with somewhat stylized faces than it would be if they were attempting a photorealistic face. With the stylized face we're already accepting that we can't demand complete accuracy in detail - and so when the animator manages to capture some specific facial expression or body movement pretty well, we really latch onto that accuracy and it stands out.

In contrast, all the attempts at photorealistic faces just seem utterly waxlike and creepy, even though technically they're far, far closer to the real thing than the stylized face.
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Strawberry
 
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