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Akrid

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Dialogue might be nice, but heres a little example of what might happen:

 

You know how when you walk through the royal palace in Mournhold, you get cornered by EVERY royal guard and all you hear is 'Mournhold, City of Light, City of Magic'? Well that would happen, except with 'latest rumors', 'my trade', and so on. Not fun. :veryangry:

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It is easy to add spoken dialogue in a mod, which means the reason it was not done was probably cost or time limitations. Voice acting for all the dialogue would have been great, although it would quickly get annoying if you could not control it via options. A decent compromise would have been to do voice acting for the greetings only, or perhaps only the main quest dialogue.

 

The odd thing about Morrowind is that the dialogue system is quite powerful, yet most of the power is not used in the game. In fact, a lot of the dialogue was implemented in a fairly shoddy manner. For example, there is no reason why NPCs end up with a long list of pointless topics, this could have been prevented. Also, it is quite easy to create random responses so it is somewhat lame that you get the same stupid responses to "latest rumors", "little advice" etc.

 

It looks like Bethesda did not spend enough time polishing the dialogue they created for the game, even though they built a dialogue system that makes this easy to do. Oddly enough, most modders make the same mistake. I guess dialogue is just not really a priority for anyone.

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Yes npc's do have a lot of extra topic's, but if they didn't then it might be hard to gain basic information. I think though they should of limited the amount of topics and then split them into sub topics when you select them, this would add some orginization to the dialoge. As for spoken dialoge maybe in morrowind it's not a good idea, but in wesaynothing's post;

 

you get cornered by EVERY royal guard and all you hear is 'Mournhold, City of Light, City of Magic'? Well that would happen, except with 'latest rumors', 'my trade', and so on. Not fun. 

 

I actually think those would make good backround conversations, imagine your walking through the palace and you over hear the guards taking to each other, "I have been doing this job too long" or somthing else general. there is actually random lines like that the npc's say but there just not the same as like in gothic, if sombody did mix goithic and morrowind together it would be the ultimate game, but thats a diffrent thread. :)

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...A decent compromise would have been to do voice acting for the greetings only, or perhaps only the main quest dialogue.

Bloodmoon has that feature and maybe they didn't add it in MW and MH, because of the disc space that would use.

 

It looks like Bethesda did not spend enough time polishing the dialogue they created for the game, even though they built a dialogue system that makes this easy to do.  Oddly enough, most modders make the same mistake.  I guess dialogue is just not really a priority for anyone.

Unfortunately true, although view hobby modders will have the time and capacities for proper voice acting.

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i remember a brilliant game, fallout tactics, it was all dialogue, well, when the game has to pause, but that didnt happen often, but still, it was great to hear someone shout out swearwords, or threaten to smack your mother with your liver...just a tad too violent, with the ribs and intestines after getting slaughtered with a browning M2.

 

anyway.

 

i did feel that MW lacked the "talking dialogue", i have only heard it a few times, that door that asks you the questions, the start and dagoth Ur, which was pretty appaling, i mean, this guy is a fallen god, not a caius cosades in disguise.

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Acually Fallout Tactics was not all spoken dialoge. The barks ("You shoot like a panzy!" and "Blood stains all over the back seat!") were text only, the dialoge boxes were the spoken ones. In Fallout 1 and Fallout 2 (other then MGS, these two are the best games) only 10-11 NPCs had voice acting, the rest was text. Each person you could talk to had unique speech, and everylittle thing about you affected the speech. Take this for instance:

 

WHile playing the game the 5th time my Vault Dweler in FO2 was modled after Rocky Balboa (sucks that the boxing ring has Tommy Gun and Cluber Lang but no Rocky nickname). His inteligence was a 2 (MW equivilent is probly about 15 at 1st level) and everyone spoke to me like I was special and all I could say was things like "Rocky hit bug." And my regular char named John was at 6 and he spoke normal and people treated him as such. (this could go on for a while........)

 

SO anyways the Fallout games (not tactics) prove that text based games can far surpass full voice acted games in the dialoge catagory. All you need is to make the dialoge more imersive and sensitive to the PRG choices the PCs make.

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Acually Fallout Tactics was not all spoken dialoge. The barks ("You shoot like a panzy!" and "Blood stains all over the back seat!") were text only, the dialoge boxes were the spoken ones. In Fallout 1 and Fallout 2 (other then MGS, these two are the best games) only 10-11 NPCs had voice acting, the rest was text. Each person you could talk to had unique speech, and everylittle thing about you affected the speech. Take this for instance:

 

WHile playing the game the 5th time my Vault Dweler in FO2 was modled after Rocky Balboa (sucks that the boxing ring has Tommy Gun and Cluber Lang but no Rocky nickname). His inteligence was a 2 (MW equivilent is probly about 15 at 1st level) and everyone spoke to me like I was special and all I could say was things like "Rocky hit bug." And my regular char named John was at 6 and he spoke normal and people treated him as such. (this could go on for a while........)

 

SO anyways the Fallout games (not tactics) prove that text based games can far surpass full voice acted games in the dialoge catagory. All you need is to make the dialoge more imersive and sensitive to the PRG choices the PCs make.

oh yeah, wrong one, still, fallout tactics had some good voice acting, guess i got mixed with the two :oops:

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True, dialoge can surpass speech for now, I always use imersion and even correct spelling and grammer when I program my mod's, Like for exsample I have a ghost appear when you leave the create-character house. Your sex and race effect what he says like;

"A female? I expected not" and "as a argoinan you can not follow this quest" (mod not made for that race)

But still it could be better, how can a mod make morrowinds dialoge better? I don't know.

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ohGr: Everyone screws up. Like being a level 10er thinking the vault overseer's chair miniguns are no match for my pychoed fists of death. :bye: Death of the Rocky char.

 

Forgot to mention this before though:

Deus Ex, great rpg/1st shooter/stealth/sci-fi/ect.... and FULL voice acting. THough there are not oodles of diaolge options, there are full background conversations, barks, and stuff. All of it is voice acted.

 

*reinstalls Dues Ex to play it agian*

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I've only played Dues Ex once and didn't like it. I still have it, I don't know should I? It has so many bug's. Well I just beat Legasy of Kain Defiance (I've beat them all) This game kicks so much ass, I Sh!* my pant and cried in joy at the same time, Kain, I would serve you a millenium until i have the honor of surpassing, oh wait not's reality :blink: Anyway I saw th evoice actors in the bonus material, there old.
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