Proper voices as a stretch goal

Discussion and feedback for Playtonic's debut game, platformer adventure game Yooka-Laylee!
nato25
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Proper voices as a stretch goal

Postby nato25 » Mon May 04, 2015 11:30 pm

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?
Last edited by nato25 on Mon May 04, 2015 11:34 pm, edited 1 time in total.

Pgcrooner
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Re: Proper voices as a stretch goal

Postby Pgcrooner » Mon May 04, 2015 11:32 pm

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!

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Rueckkoppler
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Re: Proper voices as a stretch goal

Postby Rueckkoppler » Mon May 04, 2015 11:38 pm

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.

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Preston
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Re: Proper voices as a stretch goal

Postby Preston » Mon May 04, 2015 11:43 pm

noooooo, noooooooooooooooooooooooooooooooooooooooo, Nooooooooooooooooooooooooooooooooooooooooooooooooo! pls no

Jellyfunk
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Re: Proper voices as a stretch goal

Postby Jellyfunk » Mon May 04, 2015 11:44 pm

You are not going to win this battle, my friend. I've tried.

Pauper
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Re: Proper voices as a stretch goal

Postby Pauper » Mon May 04, 2015 11:47 pm


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dotEXE
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Re: Proper voices as a stretch goal

Postby dotEXE » Mon May 04, 2015 11:57 pm

Hell no, where's the pitchforks?
Make the forum great again.

Captain_Glen
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Re: Proper voices as a stretch goal

Postby Captain_Glen » Tue May 05, 2015 12:04 am

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!!!

Jellyfunk
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Re: Proper voices as a stretch goal

Postby Jellyfunk » Tue May 05, 2015 12:06 am

Imagine if Conker had mumbles.

Pgcrooner
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Re: Proper voices as a stretch goal

Postby Pgcrooner » Tue May 05, 2015 12:25 am


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dotEXE
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Re: Proper voices as a stretch goal

Postby dotEXE » Tue May 05, 2015 12:26 am

Do we need to bump the "Playtonic aren't idiots" thread?
Make the forum great again.

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Unexpected
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Re: Proper voices as a stretch goal

Postby Unexpected » Tue May 05, 2015 12:48 am

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.

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karashata
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Re: Proper voices as a stretch goal

Postby karashata » Tue May 05, 2015 12:52 am

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.

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DarkTone
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Re: Proper voices as a stretch goal

Postby DarkTone » Tue May 05, 2015 12:53 am

Can't see it fitting for this game.

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Unexpected
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Re: Proper voices as a stretch goal

Postby Unexpected » Tue May 05, 2015 12:55 am


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karashata
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Re: Proper voices as a stretch goal

Postby karashata » Tue May 05, 2015 1:18 am


RKOunion
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Re: Proper voices as a stretch goal

Postby RKOunion » Tue May 05, 2015 1:27 am

Sorry, but no. Absolutely not.

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ryanator008
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Re: Proper voices as a stretch goal

Postby ryanator008 » Tue May 05, 2015 1:29 am

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.

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Unexpected
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Re: Proper voices as a stretch goal

Postby Unexpected » Tue May 05, 2015 1:46 am


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Exaskryz
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Re: Proper voices as a stretch goal

Postby Exaskryz » Tue May 05, 2015 1:53 am

Woaaaah, it finally came out! :o


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