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Bobby Stein.3612's Achievements
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The GW2 wiki has a list of links that might be what you're looking for. Short story - Guild Wars 2 Wiki (GW2W) Re: LWS1 & 2, you should already have access to LWS1 as it's free with the base game and I believe it unlocks once you beat the core Personal Story. If you don't have the gems (or the gold to convert to gems) to purchase LWS2 you can party with someone who has it and you can play for the story.
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Mother of Stars: What Happened To Dagda's Voice?
Bobby Stein.3612 replied to mandala.8507's topic in Lore
Isgarren's a masochist so it's totally in character. π- 18 replies
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Mother of Stars: What Happened To Dagda's Voice?
Bobby Stein.3612 replied to mandala.8507's topic in Lore
I asked folks to specifically check these scenes to determine if this was intentional. It was. The processing was applied on certain lines to indicate her shifting back and forth between total possession. If it wasn't this way at launch, it was most likely a case of files not getting caught up in a batch process and fixed in a later patch. Thanks for bringing it to our attention regardless. Always helps to see how folks feel about particular details of the experience. π -
Mother of Stars: What Happened To Dagda's Voice?
Bobby Stein.3612 replied to mandala.8507's topic in Lore
When someone in our cast is voicing a non-human character, we supply them with a few things in the recording booth: Character bio/description High level info about their species If available, we show them some reference art to give them a visual representation of who they are voicing If they've voiced this character in the past (or if others have done so) we'll play them voice reference to get them into character and vocal range As for audio postprocessing, that's the domain of the Audio Team who are the real experts here. But to my knowledge, some amount of voice processing is applied to all VO lines (normalization for levels) but many non-human species get additional processes applied (e.g. pitch shift, gutturals added, distortion, echo, etc.) depending on what sort of voice print Audio envisions for that species. And on top of that, if there are special conditions for a situation (e.g. character is a ghost, echo of the past, possessed, etc.) we can layer another process on top. Again, I want to stress that I'm not the expert on VO postprocessing--our Audio Designers are. But that's how I understand some of the basics of what they do to voiceover lines. The reason I'm commenting here is that quite often a writer/narrative designer will mark a particular character or lines within a scene for conditional voice processing, so Narrative is involved in the process but only at the front end of identifying lines for story or gameplay purposes. After that, the Audio folks take over and make the magic happen.- 18 replies
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Mother of Stars: What Happened To Dagda's Voice?
Bobby Stein.3612 replied to mandala.8507's topic in Lore
My gut says this was likely a line that was marked for "possession" conditional processing to show her on the edge of being totally controlled for the last line of that scene and that it was missed in a batch process for launch but was caught later and then processed and imported. That stated, I don't know for sure but will ask a few folks to look into it. Thanks for the heads up. -
Mother of Stars: What Happened To Dagda's Voice?
Bobby Stein.3612 replied to mandala.8507's topic in Lore
Can you provide more context? I asked one of our audio folks who went into our dev tools, and he said that Dagda has the regular jotun VO processing applied to her bank of lines. Her appearance in a cinematic has a special conditional process applied to it, but that everything appears normal/intentional from what he's checked across a variety of voiced lines. Do you have any specific lines that stood out? If so, posting the text here would help us investigate further if you feel it's still an issue. Thanks! -
That may have been true of the core Personal Story, but we've definitely tried to add a bit more nuance such that it's not as black and white. Granted, you're always playing a heroic character who is trying to do the right thing, but our villains (and friends!) should have enough depth to make them feel more realistic and have shades of gray. Sometimes we hit the mark and other times we don't. Often that depends on how much "runway" we have to introduce and develop a character, including how much time you spend with them, where/when you encounter them, etc. Also, allowing the Commander to fail and/or make mistakes has always been part of the player's journey.
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Came for the discourse. Stayed for the food posts. π In all seriousness, I appreciate the conversation. As you can see, Guild Wars is a living, breathing IP that has evolved with every release and iteration of the dev team. With the Elder Dragon tale completed, we've been shifting the story and tone to feel a bit different in comparison to the last decade, starting with Secrets of the Obscure. So whether your comment looks back at the story from the original 2012 release or at where we're headed now, I'm happy that you're examining it with a critical eye and sharing your thoughts, whether or not it appeals to you. Appreciate the feedback.
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Can't a man ponder in peace? I literally haven't said anything. π
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