Amusingly enough, I thought the same when I saw the trailer. But then, even a cursory look at the first game should suffice to make newcomers go "What's Britney Spears doing in a vampire game?" Good they're keeping the tradition alive.So the first character is Christina Hendricks?
Sad to see it wont be a voiced character. I really prefer voiced these days. Oh well. Still excited about it very much.
I'd rather have 4 great responses where you can feel the character's emotion than 8 great response where you have to imagine it. Show don't tell is one of the most important concepts in storytelling, and hearing the emotion of the player character is much more effective at doing that IMO thanPersonally I'll always choose more Player Character answers versus voiced answers.
Well, you see, there are these things called books...I'd rather have 4 great responses where you can feel the character's emotion than 8 great response where you have to imagine it. Show don't tell is one of the most important concepts in storytelling, and hearing the emotion of the player character is much more effective at doing that IMO than inferring it.
I thought about making a much longer post addressing the "yes books are a thing where one can show instead of tell as well," but thought the post would become a book. I'll try to keep it short.Well, you see, there are these things called books...
There are actual books based on this IP? I wasn't aware.Well, you see, there are these things called books...
What I mean is, one could easily make the opposite argument, that a well-written line already 'shows' you the underlying emotion, without the voice acting needing to 'tell' you. Written fiction, the good sort anyway, has never had any trouble putting emotion into voiceless lines. And I would argue that having to infer stuff is by definition the opposite of telling.
There are actual books based on this IP? I wasn't aware.
I thought about making a much longer post addressing the "yes books are a thing where one can show instead of tell as well," but thought the post would become a book. I'll try to keep it short.
So when the experience is mostly in your head, the words work very well, because 99% of it is in you head. Much like in a PnP game the vast majority of the game is in the players' heads. A video game is much more like a movie or TV show in that it has already committed to a single visual & audible interpretation of the world that all viewers share. The medium is different, so using books as an analogy is not super accurate. As far as a narrative experience is concerned, a video game without a voiced PC is much more like watching a movie where everyone speaks except the protagonist, whose lines you read on the screen. It's frankly jarring IMO for a story driven game. We've all gotten somewhat used to it over time, but it's far from ideal to me.
The point is hearing the emotion in the line does more for the viewer/players experience than just reading it IMO. Inflection, word emphasis, dramatic pauses, phrasing, accents, etc all greatly add to characterization. You learn a lot about a person by not just what they say but how they say it. Also, the viewer has to do less mental gymnastics to experience the feeling, which is a good thing. The more you're in your head, the less you're "in the game" so to speak.
Some people say "that's not MY so-and-so's voice," but honestly I can't think of any story driven game I've played in the past decade or so that was worse because of the design decision to go with a voice PC. FO4 was bad, but that's because Bethesda is REALLY bad at dialogue. Skyrim's dialogue was very bad too IMO. All the other recent cRPGs I can remember with voice acting, it added a lot to the characterization of the player character.
Touche about the inferring bit though. It was poor word choice on my part.
To me, it's a matter of the studio mostly. FO4 drove me next to nuts after a while.
I hope it has a 3rd person option like Bloodlines did, though it seems doubtful.