Bethesda gave each NPC a unique schedule, which they would carry out regardless of if the player was there to see it. The Elder Scrolls 4: Oblivion is notable for being the first Bethesda game to fully embrace what would become the studio’s signature approach to emergent gameplay and storytelling. That makes the dialogue even harder to follow than it already is, reducing the voice work to meaningless noise. As seen in the video, the result is multiple NPCs with the same voice carrying on separate conversations at once. The Orcs, Nords, and Elves suffered from a particular lack of variety. The limited voice cast makes it even worse, as the game’s nine races only had about ten voices between them. Klognar’s clip shows an extreme example, but Oblivion’s chatty NPCs were something players often had to suffer through.
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