Disclaimer: I don’t represent KDE in any interaction with this account. I am just freeloading off of the kde.social server.

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Joined 9 months ago
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Cake day: December 20th, 2023

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  • The system you described would mean only the biggest names get paid

    Rather, it’s more like, we as the user get a greater variety of background NPC banter, for the same game price.

    Take X4 for instance. The only banter we get is different types of “hello”.
    Only in cases of quests, is there any dialogue variety. When there is any such banter out of quests, it’s mostly incoherent (or was that another game, I need to check again).
    It doesn’t really make sense that 2 or more people meet in a docking area, say, “Hi”, “Hello”, “Good day to you” and then just keep on standing staring at each other’s faces as if they were using some sort of telepathy, or just staring at each other without any conversation.
    It would be fun to be able to have conversations that, while clear that they would not be able to yield any Quest, should still have variety enough to be fun when the player stops by, eavesdropping.
    This sort of thing is there in a lot of games by high budget studios, while at the same time, the games have pretty large file sizes.
    This way, we can reduce both production and distribution costs.

    And the VAs, they don’t need to do all the work of speaking each dialogue every time the story writers come up with new banter, but the studio will be getting their voice for those lines, essentially increasing the value of the licensed TTS package, meaning the VA gets more work done than the work they do and gets paid more (well, the last part depends more upon the market condition).






  • The content is… AI assisted (maybe a better way to put it).
    And yes, now you don’t need to get the VA every time you add a line, as long as the License for the TTS data holds.

    You still want to be having proper VAs for lead roles though. Or you might end up with empty feeling dialogues. Even though AI tends to put inflections and all, from what I have seen, it’s not good enough to reproduce proper acting.
    Of course that would mean that those who cannot do the higher quality acting [1] will be stuck with only making the TTS files, instead of getting lead roles.

    But that will mean that now, places where games could not afford to add voice, they now can. Specially useful for cases where someone is doing a one dev project.

    Even better if there can be an open standard format for AI training compatible TTS data. That way, a VA can just pay a one time fee to a tech, to create that file, then own said file and licence it whichever way they like.


    1. e.g. most Anime English dubs. I have seen a few exceptions, but they are few enough to call exceptions ↩︎






  • A really good place would be background banter. Greatly reducing the amount of extra dialogues the devs will have to think of.

    1. Give the AI a proper scenario, with some Game lore based context, applicable to each background character.
    2. Make them talk to each other for around 5-10 rounds of conversation.
    3. Read them, just to make sure nothing seems out of place.
    4. Bundle them with TTS for each character sound type.

    Sure, you’ll have to make a TTS package for each voice, but at the same time, that can be licensed directly by the VA to the game studio, on a per-title basis and they too, can then get more $$$ for less work.









  • I have the ability to create basic a 3D, line based design tool. Though I would have to read up on NURBS. Maybe QCad has the potential to grow in that direction.

    I just still tend to hope that it may be implemented in something fully featured like Blender, which is more geared towards artistic modelling and replaces stuff like 3dsMAX and Maya. It does have some plug-ins to support precision drawing, but last time I checked, I was still not convinced of using it in an AutoCAD like workflow.