Ken Levin: One of the largest problems of dialogs in games is the step -by -step replicas

Ken Levin (KEN LEVINE) Possess on the Den Allen Gaming channel and discussed several topics, including acting in his upcoming project – Judas . Turns out, Levin He believes that dialogues in video games have a huge problem with "step -by -step".

Under the "step -in -law" Levin implies a pause that occurs between replicas – usually this is a technical feature of how dialogs work in video games. But Levin really wants to get rid of this pause:

Actors are often recorded separately. And then https://nongamstopcasinosites.co.uk/review/aztec-paradise/ the one who brings the dialogs together makes "step -by -step dialogs".

It is amazing how many games exist with “baked” pauses between all remarks, because the system is so tuned. It seems that a natural way, if you do not think through the problem deep enough. A replica sounds, then a pause for half a second (always the same), then the next replica sounds.

If only this template is broken, the dialogs will turn out much better, even if the words remain the same, the acting will remain the same – you just need to connect the process of sound installation.

As notes Levin, The characters in games rarely interrupt each other, although in life this happens constantly. In addition, some actors do not like to change the written remarks, which also adds artificiality.

I like it more when there are few “dirt” and “scuffles” on the replicas from my script, because in this way they become more natural. This is more likely that the character is experiencing an emotion at the moment, and does not read from a piece of paper. Most people still do not speak perfectly.

IN Judas They try to avoid the same step -by -step – even if the actors are not recorded at the same time, replicas give naturalness with installation.

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