QFG2 NEEDS voice acting...
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QFG2 NEEDS voice acting...
QFG2 remake needs voice acting....
It was a component that made the KQ2 remake so atmospheric and successfull....
I hope the developers will consider it....
It was a component that made the KQ2 remake so atmospheric and successfull....
I hope the developers will consider it....
Ok I know someone else is going to say it if I don't so....
You're pushing your luck Cumboy. The way I look at it, we're lucky ADGI is even doing QFG2VGA, it doesn't NEED voice acting, that takes time to do, which means more waiting. Would it be a nice feature? Yes. But I hardly think it has to have voice acting for there to be a game. Look at KQ2VGA. The game was great before the team played that April Fools joke and then released a voice pack. Yeah it was a nice touch, but I didn't need it to play the game.
You're pushing your luck Cumboy. The way I look at it, we're lucky ADGI is even doing QFG2VGA, it doesn't NEED voice acting, that takes time to do, which means more waiting. Would it be a nice feature? Yes. But I hardly think it has to have voice acting for there to be a game. Look at KQ2VGA. The game was great before the team played that April Fools joke and then released a voice pack. Yeah it was a nice touch, but I didn't need it to play the game.
I grew up playing Sierra games without voices... even when their CD versions started coming out, for a few years I never had a CD drive. So I'm just used to not having voices, and in fact I'll usually play a disk version of a Sierra game instead of a CD version... the same with KQ1 and KQ2 VGA, more often than not I'll play without voices. Maybe I'm just weird... but in a game like QFG2, which has significantly more dialogue than KQ2, a voice pack is, for all intents and purposes, impractical at best.
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techie is right, cumboy. There are so many charactes in QF2 cumboy that it would be near impossible, don't you think cumboy? A voice pack would be definitly be over the top, cumboy. But you never know cumboy, they could make a voicepack just for you cumboy. Who knows cumboy? I guess we'll see, right cumboy?
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I'm afraid I have to go along with Relight; a voicepack for a game with QFG2's amount of dialogue would be impractical at best. I realize my statement suffered a bit of a credibility loss since the release of KQ2VGA's voicepack, but I wouldn't hold my breath.
- Like mentioned before, the amount of extra time it would take is massive.
- QFG2VGA is momentarily being scripted without voice pack support.
It would be fun, yeah. In fact, if we could make one magically appear, we certainly would.
- Like mentioned before, the amount of extra time it would take is massive.
- QFG2VGA is momentarily being scripted without voice pack support.
It would be fun, yeah. In fact, if we could make one magically appear, we certainly would.
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Someone's mentioned this before, (I think Kurdt), perhaps it would be useful if someone started up a team that JUST handles voicepacks for games like QFG2VGA and QFI. Games like those REQUIRE massive amounts of work on a voicepack and the team doing the game just can't handle it.
Just a thought, for the people like me who have no talent but writing and speaking.
Just a thought, for the people like me who have no talent but writing and speaking.
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Voice Team
I think this idea has merit myself, but I don't know if it's that practical. This would basically require two teams to work in tandem; it might actually even slow down the game-only team by having to coordinate and send the scripts to the voice team.Rambaldi0503 wrote:Someone's mentioned this before, (I think Kurdt), perhaps it would be useful if someone started up a team that JUST handles voicepacks for games like QFG2VGA and QFI. Games like those REQUIRE massive amounts of work on a voicepack and the team doing the game just can't handle it.
Just a thought, for the people like me who have no talent but writing and speaking.
In the case of a remake like QFG2VGA, it might be easier to do as only the new dialogues would be needed; the old stuff can just be taken from the original. In the case of something new like QFI, it would be far more difficult.
I personally wouldn't mind getting involved in something like this; I'm just not sure I'll have the time for it (at least not until July, anyway). Besides, in the off-chance that QFG2VGA gets a voice pack, how much competition do you think there'd be for Devon's two Silly Clowns lines? Maybe we should use a recording of Joe Friday from Dragnet...
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Really? It's that hard to rescript it so a voice pack can be used (keep in mind I know ZERO about AGS).navynuke04 wrote:Even if AGDI were to entertain this idea, it would still mean quite a bit of extra work and rescripting things that have already been done in order to add voice pack support.Erpy wrote:- QFG2VGA is momentarily being scripted without voice pack support.
Hmm, I guess we should keep that in mind with future IA projects.
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Devon speaks
But he does, Fribbi. Turn Silly Clowns on and ask Aziza about Julanar. He has two lines.Fribbi wrote:You should be thankful for one thing that the heroguy never speaks in the game.
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Re: Devon speaks
Really? What are the 2 lines?Brainiac wrote:But he does, Fribbi. Turn Silly Clowns on and ask Aziza about Julanar. He has two lines.Fribbi wrote:You should be thankful for one thing that the heroguy never speaks in the game.
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He says, "What's a pomegranate?" when you ask Aziza about the Fruit of Compassion and "Silly Clowns" is turned on.
Adding a later speech pack to QFG2VGA wouldn't be as difficult as the KQ2VGA one was, mainly due to the fact that a lot of sequences in KQ2VGA were precisely timed and the music and action had to run in sync with one another. Throwing additional voices into the equation threw the entire thing out of sync again. Audible speech is spoken faster (or sometimes slower) than the default time it takes for the game to remove the accompanying speech text from the screen. For example, if a talking voice finishes 2 seconds later than it normally takes for the text to disappear (ie. when the speech pack is not in use,) then the scene is already lagging behind by 2 seconds. Add even more lines like this and the lag increases. Consequently, major parts of the game had to be rescripted to keep the music, speech, and action syncronized while the speech pack was in use.
In retrospect, I wish we didn't do it that way because it took a hell of a lot of extra work for something that could have been done with greater ease. In the end, so many people are using different systems that the game runs at a different speed on most computers and the music/speech ends up somewhat out of sync anways. Oh well, trial and error, they say!
QFG2VGA on the other hand has similar "timed" sequences (caravan, Omar's recitals, Shema's dances), but the music pieces are designed to loop... so in this case, it wouldn't matter how long the speech lines ran for because they don't need to be timed exactly to the music. Chris Brayman and Mark Seibert did a great job on the music for QFG2VGA, making short looping peices that sounded much longer than they actually were. For this reason, it would be much easier (though by no means easy) to make a QFG2VGA speech pack.
That said though, there won't be any speech pack for QFG2VGA. KQ1VGA and KQ2VGA were fairly far removed from the later KQ games where players already knew how the characters sound. We were lucky to get Josh Mandel and Richard Aronson to reprise the voices of Graham and Cedric. Aside from the reasons already mentioned, it somehow wouldn't seem 'right' adding voices to QFG2VGA. I think it just seems strange to put voices in part 2, when neither part 1 nor part 3 had them. QFG4 is a bit different because that was released in the days when a rerelease of a Sierra game with voices was a huge thing. And by the time of QFG5's release, all commercial games had voices. I'm normally a BIG fan of voices in Sierra games, but in this case it wouldn't seem right. I think it would be near impossible to give such well-known characters voices that they deserve ... to do justice to them. In this case it's better if we just continue to imagine what they sound like. That way everyone stays happy.
Adding a later speech pack to QFG2VGA wouldn't be as difficult as the KQ2VGA one was, mainly due to the fact that a lot of sequences in KQ2VGA were precisely timed and the music and action had to run in sync with one another. Throwing additional voices into the equation threw the entire thing out of sync again. Audible speech is spoken faster (or sometimes slower) than the default time it takes for the game to remove the accompanying speech text from the screen. For example, if a talking voice finishes 2 seconds later than it normally takes for the text to disappear (ie. when the speech pack is not in use,) then the scene is already lagging behind by 2 seconds. Add even more lines like this and the lag increases. Consequently, major parts of the game had to be rescripted to keep the music, speech, and action syncronized while the speech pack was in use.
In retrospect, I wish we didn't do it that way because it took a hell of a lot of extra work for something that could have been done with greater ease. In the end, so many people are using different systems that the game runs at a different speed on most computers and the music/speech ends up somewhat out of sync anways. Oh well, trial and error, they say!
QFG2VGA on the other hand has similar "timed" sequences (caravan, Omar's recitals, Shema's dances), but the music pieces are designed to loop... so in this case, it wouldn't matter how long the speech lines ran for because they don't need to be timed exactly to the music. Chris Brayman and Mark Seibert did a great job on the music for QFG2VGA, making short looping peices that sounded much longer than they actually were. For this reason, it would be much easier (though by no means easy) to make a QFG2VGA speech pack.
That said though, there won't be any speech pack for QFG2VGA. KQ1VGA and KQ2VGA were fairly far removed from the later KQ games where players already knew how the characters sound. We were lucky to get Josh Mandel and Richard Aronson to reprise the voices of Graham and Cedric. Aside from the reasons already mentioned, it somehow wouldn't seem 'right' adding voices to QFG2VGA. I think it just seems strange to put voices in part 2, when neither part 1 nor part 3 had them. QFG4 is a bit different because that was released in the days when a rerelease of a Sierra game with voices was a huge thing. And by the time of QFG5's release, all commercial games had voices. I'm normally a BIG fan of voices in Sierra games, but in this case it wouldn't seem right. I think it would be near impossible to give such well-known characters voices that they deserve ... to do justice to them. In this case it's better if we just continue to imagine what they sound like. That way everyone stays happy.
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