Text Vs Voice acting

Started by
10 comments, last by Abort Fail Retry 23 years, 11 months ago
If you really want to use voice acting, a good way of doing so would be to impliment just a few characters with voices. I''m not talking about shop keeps telling you the names of all their products (played a game that did that ended up turning off the voices), but putting in voices at vital times in the story. This will not only be easier to do than an all voice dialogue, but will cue the player on when he/her needs to pay attention to the game. Other than that way of doing it, unless you have a big buget, or alot of friends that are good voice actors, I wouldn''t attempt it.

Glandalf
Advertisement
felonius definately has a good point All that voice acting truly adds is the infelctions which act as emotional cues. If you just put the tones in it should help tremendously.
I wouldn''t bother with recording each one out as complete audio files, though:
1) Make a list of the emotional reactions you''ll use most often.
2) Assign an utterance to each emotion.
3) Get a few people to do different characters {some can double or triple for multiple characters} and record a range of each utterance.
4) Process each line as a bunch of tones of respective utterances stringed together. {You can mix different utterances together to indicate changes in tone.}

Now you can include these "utterance strings" with the dialog and just playback the different samples in order. My guess is this should add a few meg to the game at most.

FOR A GOOD EXAMPLE: Study "The Sims" as they implement utterances in a similar fashion. Just, DON''T PLAY IT!!!! If you do you will be sucked into micro-managing personifications of yourself and forget to eat, sleep, groom, wash, and get out of your house.

---Sonic Silicon---

This topic is closed to new replies.

Advertisement