2011年12月26日星期一

‘Star Wars’ video game speaks for itself

It’s something that players of modern single-player video games such as “The Elder Scrolls V: Skyrim” and “Batman: Arkham City” might take for granted, but an effect that die-hard fans of sprawling online role-playing games such as “World of Warcraft” and “Aion” will surely appreciate: The characters in “Star Wars: The Old Republic” can actually speak.

With more than 320 actors portraying more than 4,000 characters with 260,000 lines of dialogue, BioWare’s “The Old Republic” is poised to feature more voice acting than any other massively multiplayer online game in the galaxy, and that’s not even counting the thousands of beeps and boops sputtered by droids predating R2-D2.

BioWare, the Electronic Arts Inc. developer behind the “Mass Effect” and “Dragon Age” single- player franchises, has become synonymous with conversational gameplay that allows players to chat with other characters in the hope of unlocking missions, learning more about the plot, demonstrating morality and even forming virtual bonds — romantic or otherwise.

The developer is taking that virtual chatter online with “Old Republic,” which is set thousands of years before Luke Skywalker battled Darth Vader in a galaxy far, far away.

Unlike most other persistent multiplayer games, “Old Republic” is relying more on voices than written words to push its narrative forward with an unprecedented amount of spoken dialogue.

The highly anticipated “Old Republic” has already drawn comparisons to “World of Warcraft,” the behemoth online fantasy game from Blizzard Entertainment that boasts more than 10 million subscribers but little voice work. (“Star Wars Galaxies,” a “Star Wars” online game from Sony Online Entertainment, ended last week after eight years in operation.)

At the start of “Old Republic,” players pledge allegiance to either the Republic or Empire and pick from eight character types: a bounty hunter like Boba Fett, a smuggler like Han Solo, a Jedi consular like Yoda, a Sith inquisitor like Darth Maul, a Jedi knight like Obi-Wan Kenobi, a Sith warrior like Darth Vader, an Imperial agent like Grand Moff Tarkin or a trooper.

The possibility of 16 highly customizable protagonists — eight men, eight women — hyper-speeding through a virtual universe populated with thousands of talkative characters, as well as millions of other players online, presented “The Old Republic” developers at BioWare in Austin, Texas, and Lucas-Arts in San Francisco with several new challenges.

Unlike an animated film, the nonlinear nature of “The Old Republic” requires the voice actors to record several versions of dialogue, depending on whether players are moving along the light or dark sides of the Force, and because the game is ongoing, the developers are creating updates that will feature new content, including voiceovers.

“We tried to prepare the talent that this isn’t a normal voiceover gig,” said LucasArts voice producer Orion Kellogg. “Normally, actors come into the studio once or twice to record their audio. We’ve got 16 player characters alone doing tons of dialogue. They know they’re coming back. I think they like it because they’ve been able to grow into their role.”

The daunting amount of dialogue also technically tested “The Old Republic” developers.

They built a new system for organizing the audio, which was recorded in 17 studios spanning from Los Angeles to London, and created a method of compressing the audio so that it can be easily downloaded by players when they install and update the game.

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