Text, text, text text textty text

Im going to open with the main point in this thread, this game has too much text and not enough audible voice.

You get some background noise when you are inside stations about speeding, avoiding collisions and such'n'such but its not directed at the player so doesn't count.
There are only two things in this game that speak to the player to form meaningful interaction. The ships computer (what's her name?) and the traffic controller that gives me docking permission.

Everything else in this game is text. I feel that the balance is not right and it could really do with less text and more voice. I have always found the audio in this game is fantastic, some of the best I have enjoyed from any game and yet it feels like there are a lot of wasted opportunities. With each new update, I notice that the sound for this ship has changed (and I actually prefer the old sound) and the sound for that menu click is a different but I find myself wondering why their sound team are spending their time changing existing audio and not spending it creating NEW audio.

The reason I raise this is becuase voice is a fairly cheap way of adding 'living people' to the game. The computational cost of rendering the polygons, materials, textures and animations for life like characters on screen is very high and this is the reason it is avoided in most games as the better it gets the more it suffers from 'uncanny valley'. Audio however, doesnt suffer from the uncanny valley problem when done right and is very cheap to compute.

There are these very brief moments in game, after I have just requested docking, and the controller responds to my action and directs me in that I feel like I just interacted with a character that actually lives in the Elite world and actually has a personality. The shame is that its so brief and it really contrasts with the whole rest of the game that lacks that personal connection with in game characters.

Npcs have the same scripted messages.. "all that tasty cargo..." "I'm gonna boil you up!".. blah blah but where's the audio? I mean how many games have you played in the last 10 years where the enemies literally made no noise and only sent a brief piece of text. This mechanism is out dated and cheap, I dont think it stands up well against what has been offered by most AAA games in the last 10 years. Even Morrowind had voiced recording for much of the dialogue and that game was released in 2002! It's such a wasted opportunity to give those pirates, wedding barges, police and convoys some actual 'living' personality.

Is addressing this even in the plan or is the current situation how it is 'gud-enuff'? I don't feel it will allow the game to hold up well in 3-4 years time when we are getting through the road map of development if compared to other modern games and the competition. Shouldn't they be focusing a little harder on this now?
 
If you add 'cheap' voice to the game, it 'cheapens' the whole experience.

You say it yourself. The audio in this game is fantastic. It's for a reason. They care about its quality and have amazingly talented sound engineers. This pushes the quality standard of any voice acting to be in the game quite high.

So, voice may be cheap to compute but it sure as hell very expensive to do right. This creates a repetition scenario where any good bits of voice acting gets repeated ad nauseam through a gameplay session, leading to players disable NPC voices wherever possible, negating all the work and money the developers put into it.

Text, you can ignore very very easily. As you say, they have some scripted messages. How many times would you stand hearing it before you shut it all off? You are also wrong about Morrowind. Is it you memory playing tricks on you? Morrowind had very little voice acting compared to the text based conversation you had with NPCs, a very small fraction of it really.

So, you are right that voice acting livens up the experience, but only for games with a set and scripted scenario. For PG games such as ED where encounters are random, it should be avoided like the plague.
 
Well they've got it working amazingly well for the station traffic control. I know there are only finite voices and phrases but they've somehow managed to get enough that it never feels repetitive. Makes me hopeful that with a mammoth effort maybe the sound team could pull it off for NPCs too.
 
As a solution, had you considered buying one of these: http://www.hcsvoicepacks.com/


"I dont think it stands up well against what has been offered by most AAA games in the last 10 years. "

It's not an AAA title. FDis a lot smaller than EA, et al.

I don't mind some more comms chatter, but NPC ships coming through on audible comms would e very annoying, to my mind. I don't think I'd want to go that far with it.
 
I kind of agree with the OP but at the same time agree with the 1st response.

First time I heard one of the voices when approaching a station i was like WOW, and then when I heard a different voice I was like DOUBLE WOW. Now though as there are only so many voices I don't really pay attention. I was a little disapointed that you don't get them at outposts, but also understand these are smaller locations and so understand they would have a cheaper method, and unlikely have dedicated "people" on flight control.
Now they do have an automated "computer" voice when you approach engineer locations, and would be interested in those being used for outposts.

All in all, the actual voices, do give a more realistic air, and would be interested in FD adding more voices over time. Maybe they can do some CG's/competitions where actual players could get their voices into the game.

Hearing a new voice when you come in to land, even now gives a slight wow factor, though I will say after you have heard it 20 times, you do kinf od switch off.
 
With the text direct and local messages I can look back and see the missed message in the list, not going to be able to do that with voice.
 
Altho i agree, im not in a hurry. Let the Fdevs do it on their pace, the sounds so far are amazing.
 
I feel it would add more qof improvements to have voices attatched to all the npc comms chatter....
when the txt says "im gonna boil you up"...it would be nice to hear it come through in that crackily space effect they have.

crikey if its money stopping them im dam sure a lot of us would do it for nothing just to get our voices in game.


one of my biggest compaints about ED is that its all txt driven...you really have to treat the game like a book and use a ton of imagination to get into the stories on galnet ect...

just little things like I mention would help no doubt.....personally i9 want to get to the stage that we actually see a real npc mission giver and not just a txt menu in the cockpit..

id really like to know if FD are going to keep this format for its entire life span.
 
I too would like more voices, however thinking about it, how will you do it without hearing the same voice over and over? in a game as big as ED, and yes its big, need variation and to do that with voices will be very difficult. I would say that the clever way to do it is to find a way in the lore, mechanical voice interaction, then make some good TTS voices and use them in the game.

It could be used in secret mission, smuggling, anything where the mission give need to hide his true identity. Also the ordinary missions could be given like the console in alien, like a teletext message. I'm ok with the text, however how its delivered is a bit dull.
 
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While i agree, that the audio is first class in every aspect, a distorted voice synthesizer with some squeeks and background noise could do the trick for authority ships f.e. The generic grunt mumbling in his helmet. I think it would add to the experience.
 
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While i agree, that the audio is first class in every aspect, a distorted voice synthesizer with some squeeks and background noise could do the trick for authority ships f.e. The generic grunt mumbling in his helmet. I think it would add to the experience.

This could be done for authority ships, good idea. As long as the source of the voice is something you expect to hear a canned, largely emotionless message, voice acting is cool. That's why station voices work so well even after you hear the same ones again and again.

The problem is only with adversarial voices such as those of pirate NPCs where the voice has to convey emotion. If the pirate was just doing his job and contacting you because it said so on the pirate manual, then it would totally be OK.
 
If you add 'cheap' voice to the game, it 'cheapens' the whole experience.

You say it yourself. The audio in this game is fantastic. It's for a reason. They care about its quality and have amazingly talented sound engineers. This pushes the quality standard of any voice acting to be in the game quite high.

So, voice may be cheap to compute but it sure as hell very expensive to do right. This creates a repetition scenario where any good bits of voice acting gets repeated ad nauseam through a gameplay session, leading to players disable NPC voices wherever possible, negating all the work and money the developers put into it.

Text, you can ignore very very easily. As you say, they have some scripted messages. How many times would you stand hearing it before you shut it all off? You are also wrong about Morrowind. Is it you memory playing tricks on you? Morrowind had very little voice acting compared to the text based conversation you had with NPCs, a very small fraction of it really.

So, you are right that voice acting livens up the experience, but only for games with a set and scripted scenario. For PG games such as ED where encounters are random, it should be avoided like the plague.

That's a good first response counter argument, I agree with some of what you say. I have turned off the ships voice "Friendship drive charging" and "Engage" becuase like you say it got annoying when I went exploring but that's why it needs a variety of actors to keep it interesting. I still love the voice chatter from the docking control becuase they frequently sound different. I'm thinking a similar thing for the pirates and such.

With the text direct and local messages I can look back and see the missed message in the list, not going to be able to do that with voice.

There is no reason to remove the text, just add the audio. Docking still knocks in the text in the comms chat.
 
wed get used to hearing the odd voice repeatedly I think.....like in skyrim and fallout and similar games...the same voice is used for many different npc.

like I said..perhaps FD should let everyone here with a decent mic recording setup do some voice overs....im good at different accents and acting ect...

cough cough FD;)
 
Could always get the community to send in voice recordings of set phrases, maybe even in multiple languages. Could set out a brief 'how to' guide that outlines the program to use, quality to record in and other such details so everything's pretty much the same. Actual recorded quality (like the mic used etc) won't matter. Shouldn't be too hard to find a few community members who can be trusted to listen to the submissions and weed out the inevitable hilarity. Could even make it a 'get your voice in ED and be part of the universe!' type deal in the shop. Shouldn't be too hard to add into the game and use, for instance, during routine interdictions, docking dialogue, generic 'Imma gonna pew-pew you for your juicy loot' type NPC things.

Just a thought, probably not a new one.
 
If you add 'cheap' voice to the game, it 'cheapens' the whole experience.

You say it yourself. The audio in this game is fantastic. It's for a reason. They care about its quality and have amazingly talented sound engineers. This pushes the quality standard of any voice acting to be in the game quite high.

So, voice may be cheap to compute but it sure as hell very expensive to do right. This creates a repetition scenario where any good bits of voice acting gets repeated ad nauseam through a gameplay session, leading to players disable NPC voices wherever possible, negating all the work and money the developers put into it.

Text, you can ignore very very easily. As you say, they have some scripted messages. How many times would you stand hearing it before you shut it all off? You are also wrong about Morrowind. Is it you memory playing tricks on you? Morrowind had very little voice acting compared to the text based conversation you had with NPCs, a very small fraction of it really.

So, you are right that voice acting livens up the experience, but only for games with a set and scripted scenario. For PG games such as ED where encounters are random, it should be avoided like the plague.

Reminds me of Divinity: Original Sin,

When it came out a lot of people complained about it having no voice acting, so after a few months they went and released the Enhanced edition fully voiced. What happened? A lot of people complained about bad acting and repetitive quotes.
 
<snip>
Npcs have the same scripted messages.. "all that tasty cargo..." "I'm gonna boil you up!".. blah blah but where's the audio? I mean how many games have you played in the last 10 years where the enemies literally made no noise and only sent a brief piece of text. This mechanism is out dated and cheap, I dont think it stands up well against what has been offered by most AAA games in the last 10 years. Even Morrowind had voiced recording for much of the dialogue and that game was released in 2002! It's such a wasted opportunity to give those pirates, wedding barges, police and convoys some actual 'living' personality.<snip>

I agree with this in particular.
However there are some cases where I wish the NPCs would not say anything at all, whether text or voice comms — Like the "No, no, no!" or "This can't be happening!" comments. (It is really cheesy to hear/read an NPC's inner monologue)
 
I'm not interested in listening to that stupid harmless NPC eagle bounty hunter issue the exact same threat every two or three instances. It's good the OP brought up Morrowind. Morrowind was almost entirely text, only a couple major characters had voice, and NPC greetings. Bethesda tried to expand on that with Oblivion, and it was awful hearing the same people say the same stuff over and over. The expense for expanding it to Skyrim levels later must have been enormous, and I still just ended up just reading subtitles and skipping most of it, because the acting sucked and reading is faster.
 
There are quite a few parts to the game as well that would have more impact with sound and they only happen once.

I mean, when I become 'Deadly' in combat rank which takes lots of player effort, I get this text message and an icon (which granted is an improvement over pre 2.1) but it has no real sense of reward other than the text on my rank is different. It only happens once and would only need one recording, but I feel would improve the relationship with the pilots fedaration which I feel is a little robotic.

When I am invited to meet an engineer, when I purchase my first Annaconda, when I recieve a fine for grazing the cops with my lasers, when I become 'friendly' with that faction after doing umpteen missions for them, when I murder an npc for no particular reason I should get a threatening message from the cops telling me I better not show my face around them.

These are examples where a little audio would greatly improve the emotional investment to the situation while they happen so infrequently that they couldn't get repetitive.

I completely agree I don't think canned audio for every time I sell my cargo would be an improvement but as it is now, the balance between audio and text seems... lifeless.
 
Issue is that for PG game you need PG voices. That's doable trough voice synth, but it not there yet. So text is a go at this point. It might change in future.
 
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