But aren't you playing antics with semantics? A few gems in a sea of utter HAMSTER....what's the diff?
I am with truth and G-Man on this one - a few gems *awkward pause* at the wrong place and at *awkward pause* wrong time can make all the difference *awkward pause* in thw worls
I think this has already been cleared that there are voiced DM narrations - however the artists are none we would recognize.
Really...I missed that one any idea where that was said? It would be majorly cool if they did.
Right after DDO launched Turbine was at Gencon and folks were not too happy with them....the setting, the bugs, the really poor choices like Non Visible cloaks even though you can loot a cloak...but one thing everyone agreed; they nailed it on the DM narrations and ambient sound; not so much music though, bongos? Really turbine, Really?
Really...I missed that one any idea where that was said? It would be majorly cool if they did.
Right after DDO launched Turbine was at Gencon and folks were not too happy with them....the setting, the bugs, the really poor choices like Non Visible cloaks even though you can loot a cloak...but one thing everyone agreed; they nailed it on the DM narrations and ambient sound; not so much music though, bongos? Really turbine, Really?
I will have to search the posts on sounds - but it is spread in quite a few posts.
No idea about music/soundtrack except it will be there.
DM Narration - part of cinematics like they introduced, and there will be "DM speech" too. No idea if they will allow it in foundry missions too - maybe not as no custom voice and no read out text aloud functionality. Maybe they will allow text in foundry in place of DM speech.
Cloaks are there - seen in cinematics. But I saw them clipping to armor sometimes when flowing - but that much is fine I guess.
Ambient sounds - are very detailed. Footsteps sound different in different terrain, also depends on armor. I forwarded the idea based on "Listen" check - i.e. some sounds rogue can hear but fighter can't - that has not been implemented yet but the sound devs will talk about it (meaning it is possible technically at least).
I will have to search the posts on sounds - but it is spread in quite a few posts.
No idea about music/soundtrack except it will be there.
DM Narration - part of cinematics like they introduced, and there will be "DM speech" too. No idea if they will allow it in foundry missions too - maybe not as no custom voice and no read out text aloud functionality. Maybe they will allow text in foundry in place of DM speech.
Cloaks are there - seen in cinematics. But I saw them clipping to armor sometimes when flowing - but that much is fine I guess.
Ambient sounds - are very detailed. Footsteps sound different in different terrain, also depends on armor. I forwarded the idea based on "Listen" check - i.e. some sounds rogue can hear but fighter can't - that has not been implemented yet but the sound devs will talk about it (meaning it is possible technically at least).
Cool thanks for the info....since the new job I haven't had near the time to keep up on everything, the clipping by the bye is a issue with imported models and animations from 3DS max, so getting rid of it isn't that easy I have ran into it myself and unless you make everything completely independent, you're going to get some of it, Autodesk is currently working on different approaches to this issue, like atom clouds instead of polygons which will allow different objects to render interdependently and respect each others material space; we are at least five years away from that though.
And if they get the woman that does the narration of the videos to do DM voice overs I would be cool with that, she has that Galadriel vibe going on.
Always Looking for mature laidback players/rpers for Dungeon Delves!
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ahrimavizxMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited January 2013
A game killer? That's a bit excessive and very nit-picky. Some giant, repetitive levers aren't going to destroy the entirety of Neverwinter. I do agree that DM flavor text is a huge plus, though.
Might want to give DDo a try...to see what I'm referring to...it's one of the very few things they got right in that game.
IMO I dont think we need a DM voice to paint a picture of what we can already see. I guess the sense of smell and touch are missing but won't be a game changer for me if they do or dont have it.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited January 2013
Sometimes less is more. If there always was the DM narration then it's demanded as default and complained on if absent. DDO did do it right here when it came to voice narration IMHO though.
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited January 2013
Yes indeed.
The DDO DM voice naration reminded me so much of the time I played playing PnP D&D...
Sadly that was about the extent of DDO's PnP feel but I'd really love to see that type of system implemented into The Foundry even if it's only text that didn't allow a voice-over.
However I still stand by my original comment, any sounds which aren't impemented into the game yet can't be written off as finished products. Sounds like quest voice-overs might not even be implemented before the CBT Launch based on other games I have tested. Sounds which just add that extra oomph to the game will always be finalized last.
This Speed Painting can actually represent Game Development quite well.
The first minute to minute and a half would be internal testing.
The next minute or so would be the limited Alpha Testing.
Audio wouldn't get a true focus on it until about 3:35 when the features that define the face of the game experience get worked on. I can easily argue audio, not graphics, are the most important aspect to games. Take Super Mario for instance.
And as with everything in life, most especially art forms, the most important specific details which define the subject always comes last.
Comments
I think this has already been cleared that there are voiced DM narrations - however the artists are none we would recognize.
I am with truth and G-Man on this one - a few gems *awkward pause* at the wrong place and at *awkward pause* wrong time can make all the difference *awkward pause* in thw worls
Really...I missed that one any idea where that was said? It would be majorly cool if they did.
Right after DDO launched Turbine was at Gencon and folks were not too happy with them....the setting, the bugs, the really poor choices like Non Visible cloaks even though you can loot a cloak...but one thing everyone agreed; they nailed it on the DM narrations and ambient sound; not so much music though, bongos? Really turbine, Really?
I will have to search the posts on sounds - but it is spread in quite a few posts.
No idea about music/soundtrack except it will be there.
DM Narration - part of cinematics like they introduced, and there will be "DM speech" too. No idea if they will allow it in foundry missions too - maybe not as no custom voice and no read out text aloud functionality. Maybe they will allow text in foundry in place of DM speech.
Cloaks are there - seen in cinematics. But I saw them clipping to armor sometimes when flowing - but that much is fine I guess.
Ambient sounds - are very detailed. Footsteps sound different in different terrain, also depends on armor. I forwarded the idea based on "Listen" check - i.e. some sounds rogue can hear but fighter can't - that has not been implemented yet but the sound devs will talk about it (meaning it is possible technically at least).
Cool thanks for the info....since the new job I haven't had near the time to keep up on everything, the clipping by the bye is a issue with imported models and animations from 3DS max, so getting rid of it isn't that easy I have ran into it myself and unless you make everything completely independent, you're going to get some of it, Autodesk is currently working on different approaches to this issue, like atom clouds instead of polygons which will allow different objects to render interdependently and respect each others material space; we are at least five years away from that though.
And if they get the woman that does the narration of the videos to do DM voice overs I would be cool with that, she has that Galadriel vibe going on.
IMO I dont think we need a DM voice to paint a picture of what we can already see. I guess the sense of smell and touch are missing but won't be a game changer for me if they do or dont have it.
The DDO DM voice naration reminded me so much of the time I played playing PnP D&D...
Sadly that was about the extent of DDO's PnP feel but I'd really love to see that type of system implemented into The Foundry even if it's only text that didn't allow a voice-over.
However I still stand by my original comment, any sounds which aren't impemented into the game yet can't be written off as finished products. Sounds like quest voice-overs might not even be implemented before the CBT Launch based on other games I have tested. Sounds which just add that extra oomph to the game will always be finalized last.
This Speed Painting can actually represent Game Development quite well.
The first minute to minute and a half would be internal testing.
The next minute or so would be the limited Alpha Testing.
Audio wouldn't get a true focus on it until about 3:35 when the features that define the face of the game experience get worked on. I can easily argue audio, not graphics, are the most important aspect to games. Take Super Mario for instance.
And as with everything in life, most especially art forms, the most important specific details which define the subject always comes last.