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	<title>Comments on: Speak Up, Hero</title>
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	<link>http://doombot.com/2008/09/06/speak-up-hero/</link>
	<description>by Jane Austen</description>
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		<title>By: Jason</title>
		<link>http://doombot.com/2008/09/06/speak-up-hero/comment-page-1/#comment-66559</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Wed, 10 Sep 2008 00:37:07 +0000</pubDate>
		<guid isPermaLink="false">http://doombot.com/?p=781#comment-66559</guid>
		<description>&lt;p&gt;&lt;i&gt;Thing is, I’m not sure that what you’re looking for has really been done, at least on the scale we’re talking about. Mass Effect having two voices is like having only two haircuts you can choose.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;No, you&#039;re right. I&#039;m still talking pie-in-the-sky stuff, but I was happy enough with &lt;i&gt;Mass Effect&lt;/i&gt; and felt like an analogous approach could&#039;ve worked fine (say, for &lt;i&gt;Fallout 3&lt;/i&gt;). In general, anyway, I&#039;d personally prefer only half-decent voice acting for all parts than a silent protagonist. Sure, Leon of &lt;i&gt;Resident Evil 4&lt;/i&gt; sort of sounds like a twit a lot of the time, and he can&#039;t ever pronounce Luis&#039;s name correctly, but there&#039;s no reason he should get to talk and Link shouldn&#039;t be able to in a game that comes out on the same console...&lt;/p&gt;
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		<content:encoded><![CDATA[<p><i>Thing is, I’m not sure that what you’re looking for has really been done, at least on the scale we’re talking about. Mass Effect having two voices is like having only two haircuts you can choose.</i></p>

<p>No, you&#8217;re right. I&#8217;m still talking pie-in-the-sky stuff, but I was happy enough with <i>Mass Effect</i> and felt like an analogous approach could&#8217;ve worked fine (say, for <i>Fallout 3</i>). In general, anyway, I&#8217;d personally prefer only half-decent voice acting for all parts than a silent protagonist. Sure, Leon of <i>Resident Evil 4</i> sort of sounds like a twit a lot of the time, and he can&#8217;t ever pronounce Luis&#8217;s name correctly, but there&#8217;s no reason he should get to talk and Link shouldn&#8217;t be able to in a game that comes out on the same console&#8230;</p>]]></content:encoded>
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		<title>By: D</title>
		<link>http://doombot.com/2008/09/06/speak-up-hero/comment-page-1/#comment-66394</link>
		<dc:creator>D</dc:creator>
		<pubDate>Sun, 07 Sep 2008 21:07:01 +0000</pubDate>
		<guid isPermaLink="false">http://doombot.com/?p=781#comment-66394</guid>
		<description>&lt;p&gt;Very interesting post. I agree, I think the Bioware decision is a copout. Thing is, I&#039;m not sure that what you&#039;re looking for has really been done, at least on the scale we&#039;re talking about. Mass Effect having two voices is like having only two haircuts you can choose. I always think of Oblivion, which had every NPC speaking.. but only like five voice actors. Infuriating. Fallout 3, like Oblivion, has a mute, texty hero.&lt;/p&gt;

&lt;p&gt;I think there is a tendency for developers to avoid putting money into content that not every player will see. You can understand the logic, but it&#039;s a dangerous tendency that is driving us toward ever more linear games.&lt;/p&gt;

&lt;p&gt;What I often think of is Halo. Halo 3 had 35,000 lines of dialogue; most of this is the random exclamations that the marines &amp; aliens say in the middle of battle. It seems ludicrous for a game that is mostly about shooting stuff, but not only does it prevent repetition (something that definitely destroys immersion), it also leads to some entertaining surprises, as there&#039;s some really weird shit in there. So while it seems like a crazy amount of work with little benefit, especially comparing to how it&#039;s done for films, it&#039;s really necessary. I think the same is true of voice acting for main characters. There needs to be a whole gamut of voice choices, both male and females, and if that means extra work for the devs so be it.&lt;/p&gt;

&lt;p&gt;The issue of voice control is an interesting one. It&#039;s not as far off as one might think. Speech-to-text technology is very strong right now (see: &lt;a href=&quot;http://jott.com&quot; rel=&quot;nofollow&quot;&gt;Jott&lt;/a&gt;), so the missing link is probably the software for parsing human language into game controls. The upcoming RTS &lt;a href=&quot;http://en.wikipedia.org/wiki/Tom_Clancy%27s_EndWar#Voice&quot; rel=&quot;nofollow&quot;&gt;EndWar&lt;/a&gt; has voice command, although of course it will only recognize a limited set of orders - it&#039;s not at the level needed for RPGs and the like, where you&#039;d want to ask characters questions naturally.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Very interesting post. I agree, I think the Bioware decision is a copout. Thing is, I&#8217;m not sure that what you&#8217;re looking for has really been done, at least on the scale we&#8217;re talking about. Mass Effect having two voices is like having only two haircuts you can choose. I always think of Oblivion, which had every NPC speaking.. but only like five voice actors. Infuriating. Fallout 3, like Oblivion, has a mute, texty hero.</p>

<p>I think there is a tendency for developers to avoid putting money into content that not every player will see. You can understand the logic, but it&#8217;s a dangerous tendency that is driving us toward ever more linear games.</p>

<p>What I often think of is Halo. Halo 3 had 35,000 lines of dialogue; most of this is the random exclamations that the marines &amp; aliens say in the middle of battle. It seems ludicrous for a game that is mostly about shooting stuff, but not only does it prevent repetition (something that definitely destroys immersion), it also leads to some entertaining surprises, as there&#8217;s some really weird shit in there. So while it seems like a crazy amount of work with little benefit, especially comparing to how it&#8217;s done for films, it&#8217;s really necessary. I think the same is true of voice acting for main characters. There needs to be a whole gamut of voice choices, both male and females, and if that means extra work for the devs so be it.</p>

<p>The issue of voice control is an interesting one. It&#8217;s not as far off as one might think. Speech-to-text technology is very strong right now (see: <a href="http://jott.com" rel="nofollow">Jott</a>), so the missing link is probably the software for parsing human language into game controls. The upcoming RTS <a href="http://en.wikipedia.org/wiki/Tom_Clancy%27s_EndWar#Voice" rel="nofollow">EndWar</a> has voice command, although of course it will only recognize a limited set of orders &#8211; it&#8217;s not at the level needed for RPGs and the like, where you&#8217;d want to ask characters questions naturally.</p>]]></content:encoded>
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		<title>By: Jason</title>
		<link>http://doombot.com/2008/09/06/speak-up-hero/comment-page-1/#comment-66344</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Sat, 06 Sep 2008 21:05:48 +0000</pubDate>
		<guid isPermaLink="false">http://doombot.com/?p=781#comment-66344</guid>
		<description>&lt;p&gt;&lt;i&gt;Wait, are you saying that you can’t have an immersive narrative without voice-acting?&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;No, of course I&#039;m not saying that. I&#039;m saying you need to be consistent within your medium or you risk jarring the audience. Text dialog makes perfect sense within a novel, a text adventure, or (arguably) a silent film. It is jarring to encounter in a product that is going out of its way to look visually like a mainstream Hollywood film, however. &lt;/p&gt;

&lt;p&gt;&lt;i&gt; I think your definition of “immersive narrative games” is very much bound with the way those games are produced today, and I’d aruge that it’s far from the only way to do them.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;I never said there was no other way to make such games. And I completely acknowledge I am talking about a very specific type of narrative game, but it also happens to be the dominant type of narrative game and the one in which the medium and industry are seeing the most progress. So: Let the text adventures be. Let the experimental, non-traditional, non-linear narratives be. Fine. I&#039;m talking about the branch of the medium that is trying its damndest to have realistic graphics and a cinematic story that would appeal to mainstream audiences, which text adventures and experimental narratives do not and are not soon likely to do.&lt;/p&gt;
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		<content:encoded><![CDATA[<p><i>Wait, are you saying that you can’t have an immersive narrative without voice-acting?</i></p>

<p>No, of course I&#8217;m not saying that. I&#8217;m saying you need to be consistent within your medium or you risk jarring the audience. Text dialog makes perfect sense within a novel, a text adventure, or (arguably) a silent film. It is jarring to encounter in a product that is going out of its way to look visually like a mainstream Hollywood film, however. </p>

<p><i> I think your definition of “immersive narrative games” is very much bound with the way those games are produced today, and I’d aruge that it’s far from the only way to do them.</i></p>

<p>I never said there was no other way to make such games. And I completely acknowledge I am talking about a very specific type of narrative game, but it also happens to be the dominant type of narrative game and the one in which the medium and industry are seeing the most progress. So: Let the text adventures be. Let the experimental, non-traditional, non-linear narratives be. Fine. I&#8217;m talking about the branch of the medium that is trying its damndest to have realistic graphics and a cinematic story that would appeal to mainstream audiences, which text adventures and experimental narratives do not and are not soon likely to do.</p>]]></content:encoded>
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		<title>By: Dan</title>
		<link>http://doombot.com/2008/09/06/speak-up-hero/comment-page-1/#comment-66342</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Sat, 06 Sep 2008 19:09:13 +0000</pubDate>
		<guid isPermaLink="false">http://doombot.com/?p=781#comment-66342</guid>
		<description>&lt;p&gt;&quot;As for your first points: I appreciate the comments, but they can both be pretty much summed up as “I’m not interested in immersive narrative games.”&quot;&lt;/p&gt;

&lt;p&gt;Wait, are you saying that you can&#039;t have an immersive narrative without voice-acting? That seems awfully limiting to me. I mean, I find books to create immersive narratives. And there have long been interactive text-based games as well. I think your definition of &quot;immersive narrative games&quot; is very much bound with the way those games are produced today, and I&#039;d aruge that it&#039;s far from the only way to do them.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>&#8220;As for your first points: I appreciate the comments, but they can both be pretty much summed up as “I’m not interested in immersive narrative games.”&#8221;</p>

<p>Wait, are you saying that you can&#8217;t have an immersive narrative without voice-acting? That seems awfully limiting to me. I mean, I find books to create immersive narratives. And there have long been interactive text-based games as well. I think your definition of &#8220;immersive narrative games&#8221; is very much bound with the way those games are produced today, and I&#8217;d aruge that it&#8217;s far from the only way to do them.</p>]]></content:encoded>
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		<title>By: Jason</title>
		<link>http://doombot.com/2008/09/06/speak-up-hero/comment-page-1/#comment-66340</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Sat, 06 Sep 2008 18:02:30 +0000</pubDate>
		<guid isPermaLink="false">http://doombot.com/?p=781#comment-66340</guid>
		<description>&lt;p&gt;As for your first points: I appreciate the comments, but they can both be pretty much summed up as &quot;I&#039;m not interested in immersive narrative games.&quot; That&#039;s fine, and I don&#039;t think all games should be immersive narratives, but it doesn&#039;t actually address what I was asking about at all. I&#039;d be more surprised if someone who does like narrative games—who doesn&#039;t skip cut scenes, and who doesn&#039;t think the best voice acting in the medium comes from &lt;i&gt;Animal Crossing&lt;/i&gt;—thinks that Bioware made the right call on &lt;i&gt;Dragon Age&lt;/i&gt;, and thinks they&#039;d actually enjoy that more. So, now&#039;s somebody&#039;s chance to step up and surprise me.&lt;/p&gt;

&lt;p&gt;As for your latter points: I think streaming voice would be a nightmare in terms of ESRB ratings, but it would be neat for RPGs. And yeah, simulated speech technology isn&#039;t there yet, but it would be interesting if there were software that wouldn&#039;t just read lines but could be programmed with intonations and other directions. (Or does that exist already in some form..?)&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>As for your first points: I appreciate the comments, but they can both be pretty much summed up as &#8220;I&#8217;m not interested in immersive narrative games.&#8221; That&#8217;s fine, and I don&#8217;t think all games should be immersive narratives, but it doesn&#8217;t actually address what I was asking about at all. I&#8217;d be more surprised if someone who does like narrative games—who doesn&#8217;t skip cut scenes, and who doesn&#8217;t think the best voice acting in the medium comes from <i>Animal Crossing</i>—thinks that Bioware made the right call on <i>Dragon Age</i>, and thinks they&#8217;d actually enjoy that more. So, now&#8217;s somebody&#8217;s chance to step up and surprise me.</p>

<p>As for your latter points: I think streaming voice would be a nightmare in terms of ESRB ratings, but it would be neat for RPGs. And yeah, simulated speech technology isn&#8217;t there yet, but it would be interesting if there were software that wouldn&#8217;t just read lines but could be programmed with intonations and other directions. (Or does that exist already in some form..?)</p>]]></content:encoded>
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		<title>By: Jacob</title>
		<link>http://doombot.com/2008/09/06/speak-up-hero/comment-page-1/#comment-66339</link>
		<dc:creator>Jacob</dc:creator>
		<pubDate>Sat, 06 Sep 2008 17:50:02 +0000</pubDate>
		<guid isPermaLink="false">http://doombot.com/?p=781#comment-66339</guid>
		<description>&lt;p&gt;Gaming is not the cinema, and I&#039;m not convinced it ought to be.  You correctly identify the conflict between good voice acting and good interactivity, but I don&#039;t see why cinematic voice acting (or for that matter, hollywood-style immersion) is desireable.&lt;/p&gt;

&lt;p&gt;The most engaging character voicing I know of is Animal Crossing, where all the characters murmer and bubble in time with their dialog.  By allowing virtually anything to be &#039;said&#039;, there is a flexibility in dialog that prerecorded voice actors could never match.&lt;/p&gt;

&lt;p&gt;If you&#039;re dead set on this though, my first thought is to set your next console game somewhere with cheap labor and English skills and hire folks to read interactive dialog, streamed live to your XBox or whathaveyou.  That which we call the rebirth of tabletop RPGing would by any other name smell as sweet...&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Gaming is not the cinema, and I&#8217;m not convinced it ought to be.  You correctly identify the conflict between good voice acting and good interactivity, but I don&#8217;t see why cinematic voice acting (or for that matter, hollywood-style immersion) is desireable.</p>

<p>The most engaging character voicing I know of is Animal Crossing, where all the characters murmer and bubble in time with their dialog.  By allowing virtually anything to be &#8217;said&#8217;, there is a flexibility in dialog that prerecorded voice actors could never match.</p>

<p>If you&#8217;re dead set on this though, my first thought is to set your next console game somewhere with cheap labor and English skills and hire folks to read interactive dialog, streamed live to your XBox or whathaveyou.  That which we call the rebirth of tabletop RPGing would by any other name smell as sweet&#8230;</p>]]></content:encoded>
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		<title>By: Dan</title>
		<link>http://doombot.com/2008/09/06/speak-up-hero/comment-page-1/#comment-66336</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Sat, 06 Sep 2008 16:52:08 +0000</pubDate>
		<guid isPermaLink="false">http://doombot.com/?p=781#comment-66336</guid>
		<description>&lt;p&gt;Two points. 1) There are places where text obviously has its advantages. For example, I can read a lot faster than I can listen to dialogue. Sometimes it&#039;s annoying to have to listen to someone talk when you could have read a paragraph in half the time. Skippable cut-scenes are one way of handling that (avoiding watching the same damn thing three times over when you fail a mission). But I suppose it depends on how much of an &quot;immersive&quot; experience you&#039;re trying to attain. 2) I would guess that at some point, you may actually be able to provide the voice of your character via some sort of speech-recognition technology, thus, at least, potentially replacing the need of voice-acting for a protagonist. But that&#039;s probably a ways off, huh?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Two points. 1) There are places where text obviously has its advantages. For example, I can read a lot faster than I can listen to dialogue. Sometimes it&#8217;s annoying to have to listen to someone talk when you could have read a paragraph in half the time. Skippable cut-scenes are one way of handling that (avoiding watching the same damn thing three times over when you fail a mission). But I suppose it depends on how much of an &#8220;immersive&#8221; experience you&#8217;re trying to attain. 2) I would guess that at some point, you may actually be able to provide the voice of your character via some sort of speech-recognition technology, thus, at least, potentially replacing the need of voice-acting for a protagonist. But that&#8217;s probably a ways off, huh?</p>]]></content:encoded>
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