Wouldn’t it be weird to include multiple takes when totalling number of lines? Like, it’s understood that only one take of any particular line would ever be included in the final product. I’m not sure that’s what happened here
I’m guessing it’s just a ton of deleted scenes as they went through the refining process. Happens a lot in movies, and I’m guessing it happens a lot in AAA games.
“We recorded this dialog for these levels and things but play testing just wasn’t feeling it so we used some of the dialog here and scrapped the rest.” Kind of thing
Nah, depending on the context of the clip, multiple takes might be used. Remember, they’re not just delivering lines like a movie, they are also delivering sound bites and lines to be used in gameplay in various circumstances. Like if the character is attacked or the game feels the player needs an objective reminder, they might have various lines or soundbites, some of which are the same line or noise, delivered slightly (or very) differently. Delivery differences, as well as line differences, can help avoid the Navi effect, which tends to be immersion breaking and, frankly, annoying.
Just like movies. The sheer number of takes compared to what’s used.
I find Stephen Merchant talking about the process for recording lines for Wheatley in Portal 2
Wouldn’t it be weird to include multiple takes when totalling number of lines? Like, it’s understood that only one take of any particular line would ever be included in the final product. I’m not sure that’s what happened here
I’m guessing it’s just a ton of deleted scenes as they went through the refining process. Happens a lot in movies, and I’m guessing it happens a lot in AAA games.
I think so.
“We recorded this dialog for these levels and things but play testing just wasn’t feeling it so we used some of the dialog here and scrapped the rest.” Kind of thing
Nah, depending on the context of the clip, multiple takes might be used. Remember, they’re not just delivering lines like a movie, they are also delivering sound bites and lines to be used in gameplay in various circumstances. Like if the character is attacked or the game feels the player needs an objective reminder, they might have various lines or soundbites, some of which are the same line or noise, delivered slightly (or very) differently. Delivery differences, as well as line differences, can help avoid the Navi effect, which tends to be immersion breaking and, frankly, annoying.