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Discussion in 'Fallout 4' started by Mellow Mute, Apr 10, 2017.
Not to mention your aim gets steadier and you reload much faster on higher skill levels.
I think Fallout 1-2 did it best, skills for accuracy.
Of course, tech has advanced, weapon durability should affect Jamming, maybe ROF on some weapons (Blowback guns?), maybe make critical misses happen if its REALLY low? (Gun blowing up and stuff).
I tried to watch the video. I stopped at about 8 minutes. Sorry.
Understandable. I had to take breaks to calm myself down and check if my brain cells were at the right places a few times.
The only reason I pushed through it was because I desperately wanted to learn just how they managed to screw up the writing so badly.
- Emil Pagliarulo is a delusional man who should not be allowed to write anything more than a side quest for TES, let alone make conferences about writing in games.
- Important design decisions like the dialogue system, voiced protagonist were accepted by the writers as something "they had to do". No one asked whether it's a good idea, what implications it might have.
- A lot of inspiration was taken from other games, without asking whether it's appropriate for the Fallout franchise or even understanding how it worked in those instances.
- Bethesda probably had a few writers for the quests in Fallout 4. They had the Creation Kit since very early on in the development process (yet, they decided to hold onto it until 7 months after release, because consoles) and they asked their concept artists, environmental artists, people with no writing background to make quests that could be "fun". This lead to disjointed, ridiculous, unprofessionally written quests.
- It's OK to ignore player feedback and reviews. They are Bethesda, they can do what they want and people will still buy their games.
This statement can not be anymore true. One of biggest pieces of evidenced that can back this statement up is by looking at the voice actors they hired. For instances, Brandon Keener voiced a LOT of the male NPC's in Fallout 4. For those of you who don't know, Bradon Keener also voiced everyone's favorite Turian, Garrus Vakarian, from the Mass Effect series. Then of course you have Courtenay Taylor who voiced Jack from Mass Effect 2 and 3 and Ashley Burch who voiced fan favorite(why) Tiny Tina from Borderlands 2. I get the strange feeling that these voice actors weren't hired because of their talent(don't get me wrong, these are all talented voice actors. Even Ashley Burch if put in the right role.) but for how recognizable their voices are. Its like Bethesda was like "Hey! You like Mass Effect/Borderlands? Well we got some of the voice actors from their fan favorite characters to voice in our game!" To me its kinda like how Hollywood puts in token minority characters in their movies in order to get a demographic that normally wouldn't have gone to that movie.
That's the problem though. It's like with Nolan North. Don't get me wrong, I like the guy but if all you can hear is Nathan Drake talking then the character suffers a little for it. Captain Walker from Spec Ops: The Line is a great character but until you get into the character you're likely to just think of Drake. Nolan's performance as David in the Last of Us took me by surprise because at first I didn't know it was him.
In Fallout 4 I only think "I hear Garrus/Jack" whenever the characters voiced by Keener and Taylor speak. Kellogg's voiced by Keythe Farley, aka Thane.
Oh shit! I forgot about Thane's voice actor as well! God, they really wanted to pull in the Mass Effect audience did they? Funny, given that Bioware tried to pander Bethesda fans with their past two games.
Well, how many VA are availabe in NA?
As a lone time Japanese animation fan, I have to say, it is not the first time I have too many english dub sharing the same voice.........><
True, but what I am getting at is that Bethesda established that they want Fallout to be more like Mass Effect and that there seemed to be a reason that these voice actors, who voiced beloved characters in Mass Effect, were hired to voice in Fallout 4.
Not to mention the vague dialogue options (which for some reason never bothered me that much in the Mass Effect games).
Reusing Voice actors for several roles is more for production cost than the number of actors available. You won't cast someone new for a couple of idling lines for randoms npcs you only cross.
Itn't most VA are paid by hourly rate anyway? So 10 VA for 1 hour each or 1 VA for 10 hours would be about the same.
Better have one actor doing three hours of work than 6 actors doing 30 minutes of work. (for character like ncr patroller, casino player, peasant whatever, characters that don't open dialog, but only have idling lines)
Plus, you have to pay the people that cast them, actually cast the actors, then bring them at the studio, account for those who come late of don't come at all, and pay the cost of the recording studio, no matter if you fullu use it with one guy doing the record, or if you have ten people coming and going, while not recording anything when they enter or leave the room. You also have to pay an accountant for everyone contracts, plus others things that i might have forgot.
Ultimately, the more people you get to record your lines, the higher the overall cost of the recording production, regardless if you split their salary. Better have less people for the same job. (especially minor roles)
The stupid thing is, they got the big names and big talent to voice the small roles, while they got a relatively weak VA for the male PC.
I honestly think the VA's were just available and reliable. They had a decent amount of experience under their belt having worked on the ME trilogy.
It's the Steve Blum effect.
I still don't get what's the point to model and voice a "suppose to be sexy singer" by an old "ex-wonder women"........
Being married to the chairman and CEO of ZeniMax might have helped a little.
Man, Zenimax is cutting the cost even on sexy chicks, that's disgusting.