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Proper voices as a stretch goal

Posted: Mon May 04, 2015 11:30 pm
by nato25
I know people love the mumbles and that's great and a nice throwback to Banjo Kazooie. However I know a lot of people that think not voicing your characters these days in a game such as this or Zelda makes for a lesser experience and I can also see there point of view.

I would love for voices to be a stretch goal. Of course there would be a toggle option to switch between the mumbles and the voices. That way everyone's happy and voices were only added as a stretch goal which would only be achieved if the people wanted it. This would also increase re playability as you could do a full voice play through and then a mumble play through if you wanted.

Thoughts?

Re: Proper voices as a stretch goal

Posted: Mon May 04, 2015 11:32 pm
by Pgcrooner
Naw, i like the mumbles :D
I'd preferred the additional funds go to something else.
However that doesn't mean ALL playtonic games have to have mumbling!

Re: Proper voices as a stretch goal

Posted: Mon May 04, 2015 11:38 pm
by Rueckkoppler
Nah, I think that actual voices throw you out of the game in a way. I want to leave some stuff to the imagination, and mumbles were the best (and funniest) way to do that. They should really invest in something else. Mumbling is cheaper, easier & BELONGS to a spiritual Banjo-Threeie like collectables and themed worlds.

Re: Proper voices as a stretch goal

Posted: Mon May 04, 2015 11:43 pm
by Preston
noooooo, noooooooooooooooooooooooooooooooooooooooo, Nooooooooooooooooooooooooooooooooooooooooooooooooo! pls no

Re: Proper voices as a stretch goal

Posted: Mon May 04, 2015 11:44 pm
by Jellyfunk
You are not going to win this battle, my friend. I've tried.

Re: Proper voices as a stretch goal

Posted: Mon May 04, 2015 11:47 pm
by Pauper

Re: Proper voices as a stretch goal

Posted: Mon May 04, 2015 11:57 pm
by dotEXE
Hell no, where's the pitchforks?

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:04 am
by Captain_Glen
Mumbles suck! They were only included in Banjo Kazooie because the N64 had limited storage space on the cartridges. Modern games have actual voice acting.

I don't see why this game has to be kept in the dark ages. Please do proper voice acting. And if you can, make it all rhyme!!!

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:06 am
by Jellyfunk
Imagine if Conker had mumbles.

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:25 am
by Pgcrooner

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:26 am
by dotEXE
Do we need to bump the "Playtonic aren't idiots" thread?

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:48 am
by Unexpected
I think having actual voices would detract from the aspect that this is supposed to be a spiritual successor to Banjo-Kazooie. I wouldn't mind if we were allowed to toggle between mumbles and actual dialogue, but I don't think it's necessary to have actual voices in the first place. Playtonic should focus development on other more important things.

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:52 am
by karashata
I have two concerns regarding having actual spoken dialog in the game.

Concern #1 is that the game is officially being localized in 5 different languages, each would require its own spoken dialog recorded for the game. Of course, this could be addressed by setting the stretch goal amount high enough to cover the costs of hiring voice talent and renting a recording studio, but I think the amount necessary to do so would ultimately put it out of reach.

Concern #2 is the fact Playtonic are offering the chance to voice a character in the game as a reward tier on their Kickstarter campaign. I don't know exactly how Playtonic are going to be handling that, but I imagine they'll be collecting samples of various vocal sounds from the people who backed at that tier that will ultimately be tweaked and tuned to fix any quality issues and to fit whatever character the resulting "voice" is assigned to. Something to that effect is much easier to do than having those backers record actual spoken dialog.

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:53 am
by DarkTone
Can't see it fitting for this game.

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 12:55 am
by Unexpected

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 1:18 am
by karashata

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 1:27 am
by RKOunion
Sorry, but no. Absolutely not.

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 1:29 am
by ryanator008
For a small studio, voice acting would be hard. Good voice actors too expensive, and translation would be a nightmare. The mumbles will do until they grow a bit.

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 1:46 am
by Unexpected

Re: Proper voices as a stretch goal

Posted: Tue May 05, 2015 1:53 am
by Exaskryz