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Forums - Gaming Discussion - I HATE Audio Logs. Stop Using Them! Go Back To Cutscenes

contestgamer said:
Areym said:
Audio logs are great if you can here them without interrupting the game, a la fallout 4. You pick it up, play it and keep walking around and exploring. IF you gotta stand around or wait inside of a menu, you can fuck right off with that shit.

Nah it still feels so unrealistic do a cutscene

How is it unrealistic? For something post apocalyptic or some sort of catastrophe it's perfect, it's recording of their final moments that gives additional perspective of how their last moments or lives and the voice lines can really drive a sense of dread and emotion home. Granted, I much rather prefer optional or additional information delivered in audio logs rather than important/main story information. Audio/text logs can be a great way to just give those players invested in the lore more insight without crowding up the game (as in like, putting more resources towards scripted cutscenes for relatively trivial information/insight)



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I usually dislike them, but they were well done in Bioshock. Some times even necessary to get a door code for example. However usually they went on for too long, so I was already in an encounter and couldn't concentrate on listening to the log.
However they are much much better than text logs. Always skip them as they are boring as fuck.



Areym said:
contestgamer said:

Nah it still feels so unrealistic do a cutscene

How is it unrealistic? For something post apocalyptic or some sort of catastrophe it's perfect, it's recording of their final moments that gives additional perspective of how their last moments or lives and the voice lines can really drive a sense of dread and emotion home. Granted, I much rather prefer optional or additional information delivered in audio logs rather than important/main story information. Audio/text logs can be a great way to just give those players invested in the lore more insight without crowding up the game (as in like, putting more resources towards scripted cutscenes for relatively trivial information/insight)

Because 70% of the population isnt making audio logs like these games would suggest. almost no one does or would. Do you make them? Anyone you know make AUDIO LOGS?



contestgamer said:
Areym said:

How is it unrealistic? For something post apocalyptic or some sort of catastrophe it's perfect, it's recording of their final moments that gives additional perspective of how their last moments or lives and the voice lines can really drive a sense of dread and emotion home. Granted, I much rather prefer optional or additional information delivered in audio logs rather than important/main story information. Audio/text logs can be a great way to just give those players invested in the lore more insight without crowding up the game (as in like, putting more resources towards scripted cutscenes for relatively trivial information/insight)

Because 70% of the population isnt making audio logs like these games would suggest. almost no one does or would. Do you make them? Anyone you know make AUDIO LOGS?

There's tons of things people never do in real life that characters do in video games. Why do you draw the line at recording themselves on tape?



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contestgamer said:
Areym said:

How is it unrealistic? For something post apocalyptic or some sort of catastrophe it's perfect, it's recording of their final moments that gives additional perspective of how their last moments or lives and the voice lines can really drive a sense of dread and emotion home. Granted, I much rather prefer optional or additional information delivered in audio logs rather than important/main story information. Audio/text logs can be a great way to just give those players invested in the lore more insight without crowding up the game (as in like, putting more resources towards scripted cutscenes for relatively trivial information/insight)

Because 70% of the population isnt making audio logs like these games would suggest. almost no one does or would. Do you make them? Anyone you know make AUDIO LOGS?

Where are you even pulling that statistic from? I've never had the thought that EVERYBODY in a game world is making audio logs, just important figures and just random regular folk to get the sentiments and struggles of people during that time/period. I don't make audio logs cause I don't have jack shit to say but those people "clearly did." What is this even?



"Trick shot? The trick is NOT to get shot." - Lucian

TruckOSaurus said:
contestgamer said:

Because 70% of the population isnt making audio logs like these games would suggest. almost no one does or would. Do you make them? Anyone you know make AUDIO LOGS?

There's tons of things people never do in real life that characters do in video games. Why do you draw the line at recording themselves on tape?

Narrative is about immersion, gameplay is about having fun. The narrative needs to be believable, including how it's delivered for it to maintain immersion.



Areym said:
contestgamer said:

Because 70% of the population isnt making audio logs like these games would suggest. almost no one does or would. Do you make them? Anyone you know make AUDIO LOGS?

Where are you even pulling that statistic from? I've never had the thought that EVERYBODY in a game world is making audio logs, just important figures and just random regular folk to get the sentiments and struggles of people during that time/period. I don't make audio logs cause I don't have jack shit to say but those people "clearly did." What is this even?

Based on the minutes it takes to reach (proximity of) audio logs in most games you can infer the population density of people that created audio logs. and it's ridiculously high. You can find an audio log every 10 minuites in a lot of these games, sometimes quicker. I cannot find multiple an audio logs within the square footage areas these characters find them in.



contestgamer said:
Areym said:

Where are you even pulling that statistic from? I've never had the thought that EVERYBODY in a game world is making audio logs, just important figures and just random regular folk to get the sentiments and struggles of people during that time/period. I don't make audio logs cause I don't have jack shit to say but those people "clearly did." What is this even?

Based on the minutes it takes to reach (proximity of) audio logs in most games you can infer the population density of people that created audio logs. and it's ridiculously high. You can find an audio log every 10 minuites in a lot of these games, sometimes quicker. I cannot find multiple an audio logs within the square footage areas these characters find them in.

Actually a lot in HZD were from intake interview sessions.
And it depends where you look for example https://archive.org/details/apolloaudiocollection That's not really the same thing. Blame star trek for introducing "Captain's log" that's now used in all games by ordinary characters. Audio logs are the game version of blogs or podcasts.

What's more immersion breaking is the main character talking to him/herself as a story device. That always irks me.

It's usually very few people in games that leave audio logs, yet they tend to leave a lot of them conveniently scattered all over the place. That's the part that doesn't make sense. Yet if the player is presented with the entire database or text diary all at once, 100% chance it will get ignored. You can always ignore them which is better than getting into a lengthy cutscene or flashback where you have to play through the old events before getting back. Most games list the text as well so you can simply read that ahead in the menu and cut it short. It's extra, doesn't cost too much to make, and adds to the immersion of the world presented by getting to know the background of people that lived through it. It all depends on how it's executed.



contestgamer said:
TruckOSaurus said:

There's tons of things people never do in real life that characters do in video games. Why do you draw the line at recording themselves on tape?

Narrative is about immersion, gameplay is about having fun. The narrative needs to be believable, including how it's delivered for it to maintain immersion.

According to the narrative of Bioshock, Rapture was built during the 1950s, what's more unbelievable: that people recorded their thoughts on tape or that someone could actually build an underwater city during the 1950s? Then there's Bioshock Infinite which has a flying city in 1912.



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