
Originally Posted by
Entropy
I appreciate everyone's opinions here, if for no other reason that it's great to see how connected you feel to the characters and world we've created. As a developer, that's a rare and special feeling. Without writing a huge wall of text to try and explain, I would just like to point out that this issue is nowhere near as simple as most of you make it out. The GUDS (the system that controls all the talking) is pretty darned complicated to be honest, so my previous post was really just trying to give you the simplest explanation without going into the technical details of how it works and why we made the tradeoffs we did.
(Briefly...)There is texture memory, and system memory. There are perfomance hits to streaming more dialogue from the disk, and how each sound call conflicts with all the particle fx, animations, and gameplay things that are happening at any given moment during a game. There are gameplay issues surrounding how often and under what circumstances people talk. There are rules about audio ducking, and dealing with gunfire and ambient audio. There are ESRB concerns and fiction to be maintained. There are rules for separate gameypes, and differences between SP and MP. There are rules about rules, and contingencies on top of contingencies.
Easer eggs don't affect this, adding more character options to the game doesn't affect this, giving you more weapon skins does not affect this. Memory concerns are not an excuse, they are a very, very real issue that dramatically affects game development, and its not something we can just "patch" and make go away. And, yes, there are people who already think our characters talk too much. Lastly, I should point out that the above are just some of the design-side concerns - I could go on for pages about the technical side of the issue as well.
And trust me when I say that I 100% feel your pain - I wrote a good portion of those lines myself and I personally set up each and every character in the game, making line selections, doing my best to bring out each character's personality, adjusting which lines were relevant, pushing for more variety when I could, and actively working to get as much as I could out of the system.
Anyway, the short story is in my previous post, and like I said, I'm ecstatic to see that people care because improving this system is one of my personal missions moving forward with new games and new hardware. I wish you all could have seen (and maybe some of you remember) the rage about chatter and taunts when we were working on the Unreal franchise. The Gears system is a significant step forward, and like everything else, we're always working hard to improve our systems. Hopefully, the next one will be even better!
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