Proper voices as a stretch goal

Discussion and feedback for Playtonic's debut game, platformer adventure game Yooka-Laylee!
Kinoyo
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Re: Proper voices as a stretch goal

Postby Kinoyo » Tue May 05, 2015 1:58 am

Mumbles is the only way to go for a B&K revival.

Dracul JOSHI
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Re: Proper voices as a stretch goal

Postby Dracul JOSHI » Tue May 05, 2015 2:12 am

On a pure design note, I agree with the OP, however, it's always about context. Context sensitive, if you will.

The context is: Small team, extensive dialogue (not just a couple of words/sentences like for example in Diddy Kong Racing), several non-trained people voicing character, historical influence, artistic style (which includes music and sound just as much as how a game looks)

The context points to Mumbles being the superior choice for this particular game.

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CrazyChaos
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Re: Proper voices as a stretch goal

Postby CrazyChaos » Tue May 05, 2015 3:52 am

I would say leave using actual voices for another game. It is not like this will be the only series that they have.

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Blue
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Re: Proper voices as a stretch goal

Postby Blue » Tue May 05, 2015 4:01 am

Nah. It's the spiritual successor to Banjo-Tooie; I doubt they want to add in spoken dialogue. Not even Nuts and Bolts had spoken dialogue. If we're lucky, Yooka-Laylee won't be their only franchise; leave it for a future title.
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Yoshi
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Re: Proper voices as a stretch goal

Postby Yoshi » Tue May 05, 2015 5:12 am

Put me also in the firmly against spoken dialog camp. It's not making the game any better, it's expensive, difficult to do with random people giving voices to characters and from my experience is never as good as mumbling is.

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CDX
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Voice acting

Postby CDX » Tue May 05, 2015 10:56 am


Pgcrooner
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Re: Voice acting

Postby Pgcrooner » Tue May 05, 2015 11:06 am

Last edited by Pgcrooner on Wed May 06, 2015 7:20 pm, edited 2 times in total.

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Taylor
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Re: Proper voices as a stretch goal

Postby Taylor » Tue May 05, 2015 11:06 am

Playtonic will do the mumbles; they've made that really clear.

I suppose there's still some possibility that there could be a voice acting option in addition to the mumbles. I know my young nephew would enjoy hearing what they say, but I can also see it getting a lot of backlash from the Banjo fans.

I wouldn't mind either way to be honest.
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Nomonoke
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Re: Proper voices as a stretch goal

Postby Nomonoke » Tue May 05, 2015 11:21 am

Mumbles are a stylistic choice, not a inability to "come out of the dark ages". They want it like this, so let them.

Maybe for a different game in the future, like a Conker-like game? It just seems strange to want to put every idea into this one game when there's so much more to come! :D

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CDX
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Re: Proper voices as a stretch goal

Postby CDX » Tue May 05, 2015 11:22 am


Pgcrooner
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Re: Proper voices as a stretch goal

Postby Pgcrooner » Tue May 05, 2015 11:30 am


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Scrubber
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Re: Proper voices as a stretch goal

Postby Scrubber » Tue May 05, 2015 12:00 pm


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III H1TMaN III
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Re: Proper voices as a stretch goal

Postby III H1TMaN III » Tue May 05, 2015 12:23 pm

I million times no and some more.

The mumbles are fun and original! It fits the game perfectly! Why have normal voices? Can you imagine Banjo Kazooie with normal ones? |:0
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nato25
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Re: Proper voices as a stretch goal

Postby nato25 » Tue May 05, 2015 12:35 pm

Dont forget guys I said this simply as an optional. Mumbles should definitely be there no doubt and even be the default option I would say. It would be completely optional. Based on this thread though it seems like a 10/90 split against real voices though. Saying that however, this is obviously a very nostalgic and dedicated audience on the forums.

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dotEXE
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Re: Proper voices as a stretch goal

Postby dotEXE » Tue May 05, 2015 1:06 pm

Every time you make something "optional" you're doubling the work required to make what used to be a singleton feature for the sake of adding options to that feature that less and less people will use. It's not time or cost efficient. Especially not for an indie team of 6-7. Even when they expand to 10 or so, it's just not a good use of resources.

In the case of voices, the same three to ten mumble sounds can be used for a character's entire voice lines for the duration of the game. That's a HUGE time-saver.

By your estimate they would be (more than) doubling the time and money cost of recording voices for something that one in ten people would even use.
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CDX
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Re: Proper voices as a stretch goal

Postby CDX » Tue May 05, 2015 1:20 pm


Piet
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Re: Proper voices as a stretch goal

Postby Piet » Tue May 05, 2015 1:49 pm

My response:
http://youtu.be/nTx5KVLdo_E

*Searching for pitchforks.*

Jellyfunk
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Re: Proper voices as a stretch goal

Postby Jellyfunk » Tue May 05, 2015 2:53 pm


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ryanator008
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Re: Proper voices as a stretch goal

Postby ryanator008 » Tue May 05, 2015 7:46 pm


Captain_Glen
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Re: Proper voices as a stretch goal

Postby Captain_Glen » Wed May 06, 2015 12:26 am



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