oniyide said:
|
I'm not so sure that what they suggested with MILO actually works, but something intermediary was already done in Starship Titanic in 1998. (and to a lesser extent in many adventure games before it)
"One of the most significant parts of the game is the conversation engine (dubbed "Spookitalk") used to interact with the robot staff on board the ship. Players type what they wish to say into the Personal Electronic Thing (PET) at the bottom of the screen. The robots' responses appear as text in the PET and are also spoken. The conversation engine works by interpreting user input and selecting relevant pre-recorded speech responses.
The Spookitalk engine was developed exclusively for the game by creator Douglas Adams and several programmers from The Digital Village, the company working with Adams to develop the game. The engine incorporates over 10,000 different phrases, pre-recorded by a group of professional voice actors. The recorded phrases would take over 14 hours to play back-to-back."
This is what I would like to see with voice input. Get rid of the list of preselected responses. Let me figure out myself what the relevant questions and responses are. Much better then selecting a stub which turns to come out quite differently then you had expected.
Maybe text to speech is not good enough yet, or takes too much processing power. Hopefully next gen we'll get more flexible conversation systems. I always thought it a step backwards when games discarded text input and offered a couple of preset options instead.







