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31118: Re: [MUD-Dev] DGN: Effect of voice chat on game design

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From: "Mike Rozak" <Mike@mxac.com.au>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 23 Oct 2004 10:15:47 +0930
References: [1]
Organization: Kanga.Nu
Paul Caniff wrote:

>  b) Past conversations are hard to re-visit, even the immediate
>  past

A speech recognizer can be used to attach a transcript to the voice
audio. Even if the transcript has lots of errors, it will still make
re-visiting easier.

>  e) Filtering is hard - profanity, etc.

A speech recognizer might work, but it would be on the user's PC
(since it consumes a lot of CPU), and would eventually be hacked.

> Will voice chat reduce game appeal?  Maybe for a certain subset,
> but I assert that the subset is small.  Text = radio, voice = TV.
> I think it will increase the total audience.  I also think that,
> like radio, text chat will persist for quite some time in parallel
> -- see b,c,d,e in my list above.  :)

Text = silent movies, voice = talkies.

A few months back I watched a documentary where silent-movie stars
and directors lamented its passing. One "feature" of silent movies
was cheap localization; A movie could easily be shipped anywhere in
the world in the 1920's. By the 1940's they had to be dubbed, which
is much more expensive than changing a few bits of text. However,
despite that feature, talkies killed silent movies in only a few
years.

Will the same happen with voice-chat vs. text-chat? I don't know.

Mike Rozak
http://www.mxac.com.au
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