While reading this Baldurs Gate retrospective it reminded me of an article I read about a month back, regarding voice acting holding back NPCs.
The point of the article was reinforced while I was playing some Mass Effect 2 DLC, where I'd take Garrus and Thane along, and they would say absolutely nothing all the way though. Why? Because they'd have to get the voice actors back in at significant cost. Again, while playing Skyrim, I noticed that most NPC's had about 3-4 soundbites, and despite the fact that you'd done X, Y or Z for them, they still said the same or similar thing. This hasn't moved on from NPC's 10+ years ago.
Compared to Baldurs Gate, which had huge amounts of text yet only a small amount was voice acted; probably due to budgets and storage limitations of the day - the rest you actually had to read instead. Imagine how interesting NPC's would be in Skyrim if it was purely text based dialogue?? They could easily be given masses of input based on your appearance or actions, and be far more interactive and intelligent.
But on the flipside, would that totally break the immersion? Is voice acting now a total requirement for NPC's in this age of gaming? If so, how do we move NPC's along, do we have to wait for a method of using a natural-sounding voice synthesiser to turn text to speech? But would it struggle to convey any sense of emotion?
As an avid RPG gamer, I'm a big advocate of immersive depth, something I feel is getting a little lost in gaming these days as studios tend to move toward big-action games (step forward, Bioware) so it seems something of a hurdle.
I suspect this aspect won't progress for quite a while...
The point of the article was reinforced while I was playing some Mass Effect 2 DLC, where I'd take Garrus and Thane along, and they would say absolutely nothing all the way though. Why? Because they'd have to get the voice actors back in at significant cost. Again, while playing Skyrim, I noticed that most NPC's had about 3-4 soundbites, and despite the fact that you'd done X, Y or Z for them, they still said the same or similar thing. This hasn't moved on from NPC's 10+ years ago.
Compared to Baldurs Gate, which had huge amounts of text yet only a small amount was voice acted; probably due to budgets and storage limitations of the day - the rest you actually had to read instead. Imagine how interesting NPC's would be in Skyrim if it was purely text based dialogue?? They could easily be given masses of input based on your appearance or actions, and be far more interactive and intelligent.
But on the flipside, would that totally break the immersion? Is voice acting now a total requirement for NPC's in this age of gaming? If so, how do we move NPC's along, do we have to wait for a method of using a natural-sounding voice synthesiser to turn text to speech? But would it struggle to convey any sense of emotion?
As an avid RPG gamer, I'm a big advocate of immersive depth, something I feel is getting a little lost in gaming these days as studios tend to move toward big-action games (step forward, Bioware) so it seems something of a hurdle.
I suspect this aspect won't progress for quite a while...