Hi everyone, my apologies for the super-late response. Been pretty busy lately as I'm sure you can imagine! I have been reading your comments though, and it has influenced the discussion while we've been designing GameSpeak.
In a nutshell, it looks like we're going with a kind of hybrid system involving the old 'classic' lines and some new variations. We decided that the old exchange of "Hello"-"Hello"-"Follow me"-"OK" was so iconic and memorable that it would be silly to get rid of it. You see it quoted all over YouTube videos and comment threads. It's what people remember about the game.
The simplicity of this system is also important in helping players to understand the mechanics of GameSpeak. This has some crossover into foreign language issues too, as some of you have already mentioned.
The new system we're working on will use that same exchange with the same words, but with audible variation so it's not exactly the same every single time.
Once you've spoken to a Mudokon one or two times you might start to get other variations thrown into the mix, like "Hi" or "Hey there" instead of "Hello". We're taking great care to keep the rhythm and quick pacing of the original so variants won't drag out the dialogue.
On top of that, we're trying to keep them simple and hopefully still familiar to non-English speaking players.
I think this gives a nice balance of nostalgia and freshness.
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I suppose I have a question, although it's probably to secret to be answered if the answer is a yes: since New 'N' Tasty is sort of a partial remake and given the fact that you now have a little leeway to change bit from the original, is there scope to expand upon the wider universe of Oddworld?
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We're trying to sneak tidbits of backstory into the dialogue and scenery here and there, where we can. Overall, I'd say it's still primarily focused on the themes and content of the original, but the wider universe is definitely informing the choices we make. And anywhere we can make the original fit more in line with later revelations, we're trying to do that too.
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GameSpeak is a GamePlay mechanic and should work accordingly, not try to be as close real speech for the sake of it.
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I totally agree. For me personally, gameplay is king. But gameplay also has to work in harmony with narrative and aesthetic, so we're trying to find a nice balance. I think the new system retains the mechanical clarity of the original but also expands the aesthetic richness.
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Nah, subtitled GameSpeak just doesn't sound like a good idea.
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I'm interested to hear why you think that. Do you just mean you'd prefer full audio localisation?
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I still think any variations should be contextual. The native Mudokons in the Monsaic Lines, and those in Scrabania/Paramonia asking for passwords clearly do not know who Abe is, so a reply of 'Hey there Abe!' (as seen in the E3 trailer) seems off to me.
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We've already revised that dialogue.
ALSO! We're looking for fans to volunteer their voices for the Mudokons! See here for details:
http://www.oddworld.com/2013/07/who-...-be-a-mudokon/