Grildon Tundy
Member
What is your gaming pet peeve? Something that gets your goat, grinds your gears, jams your steeze?
My #1 gaming pet peeve at the moment is the unnatural delay between lines of dialogue when players are having a conversation with an NPC. Playing Final Fantasy XVI, this happens A LOT. Here's an example:
In real life, people don't often take a full second to respond to someone or to begin their next sentence. I've heard that this awkward cadence & delays in games is due to having to load in the next animation/audio track, but surely with modern hard drives and memory, this is no longer necessary?
I want to play a game where people speak like people: accidentally stepping on each other's responses, giving cues that they want to cut in, reacting to each other more seemingly spontaneously. Recording with voice actors in the same room would go a long way to making things feel more organic. That'd increase the budget and time necessary to record, but I'd love to see it. Let me know if you know of any games that did that.
What's your gaming pet peeve?
My #1 gaming pet peeve at the moment is the unnatural delay between lines of dialogue when players are having a conversation with an NPC. Playing Final Fantasy XVI, this happens A LOT. Here's an example:
In real life, people don't often take a full second to respond to someone or to begin their next sentence. I've heard that this awkward cadence & delays in games is due to having to load in the next animation/audio track, but surely with modern hard drives and memory, this is no longer necessary?
I want to play a game where people speak like people: accidentally stepping on each other's responses, giving cues that they want to cut in, reacting to each other more seemingly spontaneously. Recording with voice actors in the same room would go a long way to making things feel more organic. That'd increase the budget and time necessary to record, but I'd love to see it. Let me know if you know of any games that did that.
What's your gaming pet peeve?
Last edited: