Custom Character and its Impact on Dialogue/Story/Gameplay

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Custom Character and its Impact on Dialogue/Story/Gameplay

When it comes to this topic I want to focus on Custom Characters and its impact on actual dialogue, story and gameplay. For story purposes, I hope your character is voiced with a solid range of voices and accents. If you look at the silent protagonist in Skyrim for example you have the freedom but your character never seems real, whereas in contrast the voiced protagonist from Fallout 4 and the Mass Effect series create an on the rails type atmosphere with no consequences or immersion. The Witcher 3 though gave you relative freedom with consequences and immersion but limited you by a predefined character. While The Witcher 3 is easily the best here, there is room for improvement. Like I said in a previous topic, I hope CDPR implement Lifepath. So here is how I think it should all play out:

Character Creation: Like CP2020, when you create a character you are to choose a gender and ethnicity. Your gender does not open up story elements but ethnicity does. Both gender and ethnicity open up voices and accents e.g If your Gender is female and your Ethnicity is Polish, you have access to the Polish language and get to choose from 3 female voices (Deep, Medium, Soft) all in a Polish accent. After you choose your appearance, you are directed to the Lifepath system. From there you create your characters backstory (Motivations, Family, Friends, Enemies, Tragic Events). Finally you choose a role which each has their own storyline and you choose your skills.

Gameplay: You are now thrust into deep end where you must learn the rules without help. Quests and dialogue are only for the purpose of story and does not give rewards. To craft your own style you will have to either steal it or buy it. Weapons are the same. Cybernetics must be bought. Random events will either give you opportunities or lead you into danger e.g, a Netrunning teenager might need your help hacking into a bank or casino or a booster-gang may turn on you if you stare or walk past them. Quests NPCs will present themselves just as much as any RPG but with less obviousness and will never stay in the one place all the time. In this sense skills and player ability will be vital for survival, presenting challenges and unpredictability to the dark and dangerous Night City.

Dialogue: In moments of dialogue, your roleplaying abilities will be incredibly important by giving you moments to brood, make decisions and change, all voiced. This would be reflected by Lifepath plot points appearing in the storyline. These could be through NPCs who were siblings, parents, lovers, friends or enemies and events that affect them thereby affecting you. These all make an impact in the developing story. The translator will be needed for some conversations, but depending on the languages you know you may not need it in certain instances.

This may sound overly complex and maybe impossible, but I feel something like this will give the game the freedom, consequences and immersion that CP2077 will need to be the creme de la creme of modern RPGs.
 
Draymar23;n10415342 said:
When it comes to this topic I want to focus on Custom Characters and its impact on actual dialogue, story and gameplay. For story purposes, I hope your character is voiced with a solid range of voices and accents. If you look at the silent protagonist in Skyrim for example you have the freedom but your character never seems real, whereas in contrast the voiced protagonist from Fallout 4 and the Mass Effect series create an on the rails type atmosphere with no consequences or immersion. The Witcher 3 though gave you relative freedom with consequences and immersion

Only if you wanted to play a gravelly-voiced superhuman with the emotional range of a doorframe.

I don't.

Voiced character will force my characters to have a pre-set voice. If it's a cool voice, (Adam Jensen), that's sort-of okay, but that presumes I want to sound like Adam Jensen or Geralt or whoever.

My character in Skyrim seemed plenty real to me. A semi-deranged Orc warrior-sorceror with an obstinacy issue and a dislike of Imperials. Dunno why yours didn't.

It's highly unlikely we'll have a range of solid voice acting for all dialogue that will satisfy my Solo character, my Cop, my Netrunner, my Rockerboy, etc.

If we do, great. But I doubt it.

Probably get a few voices and hope you don't hate one or two, a la Baldur's Gate protagonist.



 
Sardukhar;n10415372 said:
Only if you wanted to play a gravelly-voiced superhuman with the emotional range of a doorframe.

I don't.

Voiced character will force my characters to have a pre-set voice. If it's a cool voice, (Adam Jensen), that's sort-of okay, but that presumes I want to sound like Adam Jensen or Geralt or whoever.

My character in Skyrim seemed plenty real to me. A semi-deranged Orc warrior-sorceror with an obstinacy issue and a dislike of Imperials. Dunno why yours didn't.

It's highly unlikely we'll have a range of solid voice acting for all dialogue that will satisfy my Solo character, my Cop, my Netrunner, my Rockerboy, etc.

If we do, great. But I doubt it.

Probably get a few voices and hope you don't hate one or two, a la Baldur's Gate protagonist.

Yeaaah... pretty much this. Nothing else to add, really, but I will anyway.

I've never understood the whole "but your character isnt good because its silent" mentality. Being able to actually RP and put myself in my character's shoes is key, to me. I want them to sound how I want them to sound - my own head canon. There's a few exceptions, like you said, but for the most part? I'd rather they keep their mouth shut and instead give me descriptive, RP-heavy dialogue choices to pick from. Its so much easier to write compelling lines when you don't have to worry about voice acting to go along with them.

But there will 100% be voice acting in the game, whether we want it or not. I see almost no universe where CDPR doesn't do it. The best I can hope for is a tone slider and/or multiple voicesets to pick from (like Pillars of Eternity - Stoic, Suave, Bloodthirsty, etc.)
 
I also prefer a generally silent protagonist. What they did in Baldurs Gate where there were a handful of voiced comments and a good number of voice options (specially in the Enhanced Edition) was fine by me. But I understand that some people can't wrap their head around anything not clearly presented to them.

And I agree, I'm fairly positive CP2077 will be fully voice acted, I just hope the number/variety of dialog options doesn't suffer to much for it. I think most people can agree that dialog wise Fallout 4 was an abject failure.
 
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Unvoiced PC for sure. Much more potential for choice and reactivity, much less rigid and dictated.

The most voiceacting I think I could accept would be a range of choices for a random barks similiar to the Infinity engine games had and Pillars of Eternity has. Here it might mean not "Let the bloodletting begin!" screams when combat strats, but... i.e. if your Media tries to interview a random bypasser she might say "Excuse me sir, might you have time for a couple of question?", or if your Cop wants to interrogate some other random NPC he might say "Sir! NCPD, I have some questions", a Fixer giving "Hey pal, you look blue, how'd you like to experience the rest of the colours in the rainbow?" and so on for what ever semi-abstracted situation. That way the PC might have a "set" of voices, since it's only for those barks and grunts when he gets hurt. ...intelligent 1, 2, sly 1, 2, sleazy 1, 2, insane 1, 2, and so on.

None of that's necessary, or course, but it's something I wouldn't completely object to like with fully voiced character.
 
kofeiiniturpa;n10419612 said:
Unvoiced PC for sure. Much more potential for choice and reactivity, much less rigid and dictated.

The most voiceacting I think I could accept would be a range of choices for a random barks similiar to the Infinity engine games had and Pillars of Eternity has. Here it might mean not "Let the bloodletting begin!" screams when combat strats, but... i.e. if your Media tries to interview a random bypasser she might say "Excuse me sir, might you have time for a couple of question?", or if your Cop wants to interrogate some other random NPC he might say "Sir! NCPD, I have some questions", a Fixer giving "Hey pal, you look blue, how'd you like to experience the rest of the colours in the rainbow?" and so on for what ever semi-abstracted situation. That way the PC might have a "set" of voices, since it's only for those barks and grunts when he gets hurt. ...intelligent 1, 2, sly 1, 2, sleazy 1, 2, insane 1, 2, and so on.

None of that's necessary, or course, but it's something I wouldn't completely object to like with fully voiced character.

I really hope this happens. It's not a dealbreaker, but without it, it definitely signifies a different gameplay and storytelling focus than I'm hoping for.
 
Snowflakez;n10415452 said:
I've never understood the whole "but your character isnt good because its silent" mentality.
Yeah I'm one of these people now. I'm spoiled. Let me here what the character says, how it makes them feel, etc etc. There is so much you get from the voice that doesn't come across in the text when it's done well. Greatly improves the experience IMO.

[video=youtube;OXV-vAuf1Vk]https://www.youtube.com/watch?v=OXV-vAuf1Vk[/video]

The above is much less affecting in text than with the voice acting. I find the benefits in showing rather than inferring emotion to outweigh the gameplay restraints that voiced player characters create.

Suhiira;n10416392 said:
And I agree, I'm fairly positive CP2077 will be filly voice acted, I just hope the number/variety of dialog options don't suffer to much for it. I think most people can agree that dialog wise Fallout 4 was an abject failure.

This is basically my take as well. But as long as it's done well ... I prefer voiced. I do think the ideas of the OP are way too expensive and complicated to include in an RPG of any great length. Too many variables to make it work. Honestly I would guess it will be one voice for male and one for female. Maybe two for each. I would be surprised if it was more than that.

EDIT: All of this assumes a non-fixed PC like Geralt.
 
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Suhiira;n10416392 said:
And I agree, I'm fairly positive CP2077 will be filly voice acted

That's likely true. And it's too bad too. You'll always be playing the same character no matter what you do.
 
kofeiiniturpa;n10420022 said:
That's likely true. And it's too bad too. You'll always be playing the same character no matter what you do.

Well, no, that's not accurate either. My character totality sure isn't just what he sounds like.
 
Sardukhar;n10421652 said:
Well, no, that's not accurate either. My character totality sure isn't just what he sounds like.

I think it's pretty accurate from a player perspective. Every single Fallout 4 character I make is identical. I don't even bother RPing because I'm not playing my character, I'm playing Bethesda's character. Voice (or the lack thereof) is an extremely important part of a person's very being.

You're right that it isn't the single defining point (that'd be horrible if it was the case in real life), but it is a major part of your identity that's being thrown out the door for the sake of "CINEMATUCSS".
 
Snowflakez;n10421662 said:
I think it's pretty accurate from a player perspective. Every single Fallout 4 character I make is identical. I don't even bother RPing because I'm not playing my character, I'm playing Bethesda's character. Voice (or the lack thereof) is an extremely important part of a person's very being.
Agreed.
A fully voice fixed protagonist is just fine, it's a specific person after all.
But for a "create your own" RPG I really can't see how it'll work.

Also it would save CDPR a ton of money/time not having to record a fully voiced character(s) and pay the actor(s), presumably at the very least one of each gender, for every language they plan to release CP2077 in.
 
Snowflakez;n10421662 said:
I think it's pretty accurate from a player perspective. Every single Fallout 4 character I make is identical. I don't even bother RPing

Ahh..that's up to you. I still RP. My first playthrough as a smart-mouthed, vengeance-obsessed Snake Plissken was very different than my current murdery, never-makes-jokes Riddick-style character.

My younger son played a serious, honest, good-guy who joins the BoS Knight-type. He made a LOT of different decisions than I did. Forthright, open, etc.

My other son played an everything-for-money-and-power type! He worked with the Institute. And liked it. I worry about him.

My daughter played a charismatic, fight-avoiding, making enemies-fight-themselves explorer. She didn't worry about factions or the missing kid, just shrugged and wandered.

All of these were done with the male character and his ultra-white-bread voice. Although I did turn off the voice half way through Snake, but it's on for Riddick and the kids left it on.

The voice thing was annoying, but absolutely not the sum-total of my character. That's skills, dialogue choices, moral choices, tactical options, even gear. The voice isn't really a part of those.
 
Sardukhar;n10421782 said:
Ahh..that's up to you. I still RP. My first playthrough as a smart-mouthed, vengeance-obsessed Snake Plissken was very different than my current murdery, never-makes-jokes Riddick-style character.

My younger son played a serious, honest, good-guy who joins the BoS Knight-type. He made a LOT of different decisions than I did. Forthright, open, etc.

My other son played an everything-for-money-and-power type! He worked with the Institute. And liked it. I worry about him.

My daughter played a charismatic, fight-avoiding, making enemies-fight-themselves explorer. She didn't worry about factions or the missing kid, just shrugged and wandered.

All of these were done with the male character and his ultra-white-bread voice. Although I did turn off the voice half way through Snake, but it's on for Riddick and the kids left it on.

The voice thing was annoying, but absolutely not the sum-total of my character. That's skills, dialogue choices, moral choices, tactical options, even gear. The voice isn't really a part of those.

Yeah, it sounds like it's a personal perspective thing. For me, there are a few major "checkboxes" that need to be ticked off before I'll feel immersed enough to bother getting into my character's headspace.

Hearing the same goofy, completely out of place voice in every single one of my playthroughs in FO4 throws off the whole experience for me.

But I'm glad you were able to get past it. I don't think it's a bad game, and I want Bethesda to be successful. But I also want them to do better, and not make changes that nobody asked for in the first place.
 
Snowflakez;n10421802 said:
Yeah, it sounds like it's a personal perspective thing. For me, there are a few major "checkboxes" that need to be ticked off

Yeah it took effort. I feel that RP was possible despite the crappy voice choice not because of it. Which sucks.

Also worries me about 2077. Not a huge amount because if I have to I'l suck it up, just that it would be...regrettable to always play Bad Ass Guy Voice or Nerdy Whiner Voice.
 
Sardukhar;n10422002 said:
I feel that RP was possible despite the <clip> voice <clip> not because of it.
With my slight edit I agree.


Sardukhar;n10422002 said:
Also worries me about 2077. Not a huge amount because if I have to I'l suck it up, just that it would be...regrettable to always play Bad Ass Guy Voice or Nerdy Whiner Voice.
I suspect the voice will be classic "macho toughguy". I'd LOVE to see multiple voice options but this is pretty unlikely.
 
Sardukhar;n10421652 said:
Well, no, that's not accurate either. My character totality sure isn't just what he sounds like.

But it’s the same person with the same output no matter what other choices you make. That’s what I meant. (And you seemed to concur with that in later posts - at least to a degree.) It has a huge impact on what all he ’can’ be and how he incentivizes playstyles because he is already characterised by what he sounds like and how he is acted.
 
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kofeiiniturpa;n10422332 said:
But it’s the same person with the same output no matter what other choices you make. That’s what I meant. (And you seemed to concur with that in later posts - at least to a degree.) It has a huge impact on what all he ’can’ be and how he incentivizes playstyles because he is already characterised by what he sounds like and how he is acted.

funny thing- when you actually role-play, PnP or acting or whatever, you always have the same voice - yours.

Sure you can modulate it a bit,m vary it, but unless you're Mark Hamill or Nolan North, nope, you sound like you.

But all my characters aren't the same, far from it. Just because they all sound like me.

So how he or she sounds is an issue, but only one part of the issue, just like PnP.

Also, the acting for characters will hopefully be determined by the dialogue choices. Sure, serious will always have the serious animation and gestures, sarcastic/funny same, but again, that's generally how PnP works.

In terms of tabletop, then, one voice actor does match up with my role-play experience. Unfortunately, as that can be so frustrating when PnP play is ingame. But hey, totally overcome-able.
 
Sardukhar;n10422612 said:
funny thing- when you actually role-play, PnP or acting or whatever, you always have the same voice - yours.

Sure you can modulate it a bit,m vary it, but unless you're Mark Hamill or Nolan North, nope, you sound like you.

But all my characters aren't the same, far from it. Just because they all sound like me.

So how he or she sounds is an issue, but only one part of the issue, just like PnP.

That’s a bit of an unsound comparison because the perception of the situation is very different between the formats, when you yourself are in charge instead of when Cockle of Toufexis or whoever with their guided and fixed repertoires is being forced upon you.

Indeed the voice is a lesser issue in PnP because you are the one producing it, you think of it differently than if you were listening to someone else speak (without even nuansical differences every time), and you can also abstract it by expressing your character in passive instead of fully acting him out (i.e. ’I’ll ask the wench in behind the counter if she has available rooms and try to haggle a bit if she does’ instead of ’ Oy, fair maiden of peculiar visual image, might you be in possession of a brass tool to unlock the chamber upstairs for a weary traveler to lay down for a bit; and might you part with it for one night for fewer compensatory shekels, for inspite of his spectacular visual richness bestowed to him by his parents, this traveler, this humble me, is a poor one?’).


 
kofeiiniturpa;n10423012 said:
’ Oy, fair maiden of peculiar visual image, might you be in possession of a brass tool to unlock the chamber upstairs for a weary traveler to lay down for a bit; and might you part with it for one night for fewer compensatory shekels, for inspite of his spectacular visual richness bestowed to him by his parents, this traveler, this humble me, is a poor one?’
Well, I'm convinced. The illusion is positively uncanny. . . .
 
Riven-Twain;n10423172 said:
Well, I'm convinced. The illusion is positively uncanny. . . .
But you're cheap and easy ... so I'm not sure how much weight your opinion carries. :p
 
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