[HN Gopher] Modders are using AI to put voice acting in Morrowind
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       Modders are using AI to put voice acting in Morrowind
        
       Author : makaimc
       Score  : 105 points
       Date   : 2023-02-14 16:06 UTC (6 hours ago)
        
 (HTM) web link (www.pcgamer.com)
 (TXT) w3m dump (www.pcgamer.com)
        
       | AndrewOMartin wrote:
       | What a grand and intoxicating innocence.
        
       | jscheel wrote:
       | Sounds like Lee Pace
        
         | sigmar wrote:
         | Very much agree. Even the pacing of :30-:45 was very Lee Pace
         | to me
        
       | tb_technical wrote:
       | All the dagoth ur memes are funny as hell and I hope they never
       | go away.
        
       | 241195 wrote:
       | help.
        
       | [deleted]
        
       | digdugdirk wrote:
       | I'm very intrigued to see what comes from the "lowering the bar"
       | aspect of all these AI tools. Its seems to me like the ultimate
       | no-code-for-everything tool.
       | 
       | On one hand, you've got flawless voice scam calls, but on the
       | other? I can imagine a new style of fan-edit movies, but without
       | any limitations of having to splice together film and audio from
       | prequels/sequels/etc.
       | 
       | We're in for a wild ride.
        
         | thfuran wrote:
         | I've seen a demo of resyncing lips movement to dubbed speech,
         | which looked to work well. Combined with voice synthesis (which
         | is now pretty good, though still well short of well-acted
         | lines), you could already toss together something for pretty
         | major edits to dialog.
        
         | dmonitor wrote:
         | I do think the YTP spliced audio still has intrinsic appeal.
         | Part of the humor comes from memorable lines being reused in
         | unexpected ways.
        
       | oneoff786 wrote:
       | The thing I'm looking forward to is having one voice for all
       | language options.
        
       | [deleted]
        
       | paraph1n wrote:
       | Now this is an application of AI that I can get behind!
        
       | monkpit wrote:
       | I wonder if they'll be training the AI on the same voice actors
       | from Oblivion or if they'll just use some generic AI voices. Or
       | maybe some other celebrities?
        
         | Cloudef wrote:
         | AFAIK Oblivion had only few voice actors
        
         | snerbles wrote:
         | With Tortoise TTS you can add input voice samples from
         | different people to produce new voices that vaguely sound like
         | a combination of the two. It's a bit of a crapshoot, sometimes
         | resulting in wild things like a female voice morphing into a
         | male mid-sentence or sudden gasps and bizarre demonic croaking.
         | Playing with it has been pretty fun.
         | 
         | I've even used Japanese inputs and the outputs _kind of_ sound
         | like the originals speaking native English. Still a bit uncanny
         | and less stable than inputs that match the model 's language.
         | 
         | Forget deepfaking, it's quite literally a bottomless pit of
         | unique voices that don't exist.
        
         | natch wrote:
         | There is so much more out there than just celebrities and
         | existing actors. It would be a crying shame if our world had to
         | stay limited to only what we have now, and only what
         | professionals are willing to do, and only what there's a paying
         | market for, and only what is safe and politically correct.
        
       | rhacker wrote:
       | If they start using AI to enhance all the old games, we won't
       | need new games because the old ones were better.
        
         | laserdancepony wrote:
         | Morrowind will still not be popular with younger players. I
         | imagine the lack of fast travel, map markers and the
         | class/skill system is just too much for most.
        
           | tsgagnon wrote:
           | The visuals are pretty rough and the map is small. The map
           | size actually is a blessing though since your character moves
           | at a snails pace.
           | 
           | The gameplay, especially from a melee perspective, is rough
           | at best, and directly unfun at its worst.
        
             | Arrath wrote:
             | A case of limitations working in concert. The rather
             | oppressive distance fog helped conceal just how small the
             | world was, and it felt a lot more expansive thanks to the
             | slower pace of the game.
             | 
             | No sprinting, no mounts, no fast-travel-from-anywhere
             | (beyond mark/recall and the teleport to temple spells) and
             | the in-game fast travel systems were varied, thought out
             | and well placed. Having to plan a route of mage guild
             | teleports, boat rides, stilt striders, and/or the
             | teleportation complexes helped immerse the player in the
             | world.
        
             | out_of_protocol wrote:
             | > character moves at a snails pace.
             | 
             | Boots of blinding speed to the rescue! No idea why authors
             | think it was good idea to make default speed so low and
             | lock game-fixing item behind some random-looking quest in
             | the middle of nowhere
        
               | linuxftw wrote:
               | That was the beauty of the game. You could randomly find
               | amazing things.
        
             | pathartl wrote:
             | Yep, my first TES was Oblivion and I loved it so much that
             | I tried going back to Morrowind. I don't mind having to
             | read and I don't mind walking, but holy hell the combat
             | makes the game almost inaccessible.
        
           | babypuncher wrote:
           | I think younger players can get over those things. The
           | dealbreaker with Morrowind is the incredibly clunky and
           | frustrating combat system. It presents as a real time first-
           | person action game, but almost every action you take in a
           | combat scenario is governed my hidden die rolls. When a
           | player swings their sword and they see it visibly clip
           | through an enemy, but the die roll calls it a miss, the
           | player feels like they've been cheated by the system.
           | 
           | The combat in this game was considered rough when it was new,
           | and it has only aged like milk since then.
        
             | godshatter wrote:
             | If they had simply shown "hit" or "miss" when the weapon
             | was used, it would have been less frustrating, I think.
             | Even if it still intersects the character model, you would
             | at least know the miss was intentional and not a bug.
        
           | causi wrote:
           | I gotta admit, as someone whose first Morrowind experience
           | was on a smartphone running OpenMW, combat that requires
           | aiming correctly _and_ having hit chance was infuriating. One
           | or the other would be fine, like with a Zelda-esque lock-on
           | feature combined with hit chance.
        
           | tekmate wrote:
           | just brand it "the dark souls of x" and young players won't
           | be bothered by complexity
        
             | coldacid wrote:
             | Morrowind: The Dark Souls of The Elder Scrolls.
             | 
             | It has a nice ring to it!
        
               | Freedom2 wrote:
               | [dead]
        
           | herculity275 wrote:
           | I mean the open world design philosophy in Elden Ring is not
           | too dissimilar to Morrowind's and it was a massive hit. What
           | really needs updating is the combat system, it wasn't great
           | when the game came out and it aged horribly.
        
             | bigbillheck wrote:
             | I haven't played Morrowind, but Elden Ring has both map
             | markers and fast travel.
        
               | dharmab wrote:
               | Morrowind is similar, with map markers for major
               | landmarks and diegetic fast travel, but still requiring
               | the player to explore and orient to find quest
               | objectives.
        
           | none_to_remain wrote:
           | Morrowind has several different systems of fast travel, the
           | best being the silt strider
        
             | chongli wrote:
             | No way! My favourite method of fast travel will always be
             | scrolls of Icarian flight. Sooo freaking hilarious!
        
               | pathartl wrote:
               | I remember first coming across the scroll at the
               | beginning of the game. "Surely this isn't intentional? I
               | have some sort of mod installed don't I?"
        
             | out_of_protocol wrote:
             | Mark-recall, teleport to temple, teleport to imperial cult,
             | mage guild, silt striders, boats, propilion marks,
             | overcharged jump spell ;)
        
           | entropicdrifter wrote:
           | Part of the game is learning how to figure out what the fuck
           | you're supposed to do.
           | 
           | I love immersive sim games. Miss back in the day when we
           | didn't have maps for dungeons and you were supposed to be
           | drawing a map on paper. I never did, as a little kid I just
           | learned how to memorize dungeon layouts really well and now I
           | memorize any place I go on foot.
        
         | jacooper wrote:
         | Hard disagree. Amazing games like Control and Horizon zero dawn
         | still exist.
        
           | pathartl wrote:
           | Control is such a great representation of what a modern game
           | can be. For example, with newer games I have a hard time
           | picking out enemies and items on screen. Control solves this
           | by making the enemies a bright red.
        
         | sbmyft wrote:
         | The best games have already been made.
        
           | dmonitor wrote:
           | The best games were the ones released during your childhood.
           | The next best are modern indie games inspired by the ones you
           | played in your childhood.
        
           | danbolt wrote:
           | If we use the Atari 2600 as a (very!) rough benchmark for
           | publicly available video games, the medium as we know it has
           | been around for about 46 years. [1]
           | 
           | Given that movie theaters sprang up in the early 20th
           | century, [2] you could make the argument that video games
           | haven't even reached their equivalent of the French New Wave
           | yet. Given how far someone can go with a little bit of self-
           | taught asset creation, I think the best video games will be
           | made after you and I have passed away.
           | 
           | [1] https://en.wikipedia.org/wiki/Atari_2600
           | 
           | [2] https://en.wikipedia.org/wiki/Movie_theater
        
             | dmonitor wrote:
             | The internet has certainly accelerated the development
             | speed of culture. What year did indie films start being
             | distributed by amateurs? We're at least that point in
             | gaming. We're at the point now where independent startups
             | are making higher quality products than the peak AAA games
             | from ~20 years ago.
        
           | malnourish wrote:
           | That couldn't be further from the truth. There are more
           | people than ever creating games, and, discoverability aside,
           | some of the greatest games are yet to come.
           | 
           | Imagine you made that statement on May 27, 2019, the day
           | before Outer Wilds came out.
        
           | Freedom2 wrote:
           | [dead]
        
           | returnInfinity wrote:
           | That's like saying the best movie has been made, the best
           | book has been written, the best software has been created
           | 
           | So hard disagree there.
        
         | sschueller wrote:
         | Oh god, it will be like movies. Remake after remake of old good
         | games.
        
           | brundolf wrote:
           | It's already been that way for the past 5-10 years. Tons and
           | tons of remasters and remakes, sometimes for games that
           | aren't even that old
        
           | causi wrote:
           | Hell if I could get a Metroid Prime Remastered-type remake of
           | every game from my childhood I'd never need another new
           | property again. Better than playing a new game that takes up
           | 120GB on my drive of which 80GB is microtransaction textures
           | so some bro can have anime girls on his M-16.
           | 
           | I cannot damn wait until the Banjo-Kazooie decompilation
           | project is complete and someone starts working on a
           | Render96-esque version of it.
        
           | npsomaratna wrote:
           | Yup. I still remember running Morrowind for the first time.
           | My jaw dropped.
           | 
           | Arena and Daggerfall (the two predecessor games) were
           | procedurally generated, and just felt "more of the same"
           | after a while. My understanding is that the world in
           | Morrowind was lovingly crafted by hand. This might have
           | resulted in a small in-game world--but each inch of that
           | world felt special.
           | 
           | Interestingly, the Witcher 3 is probably the one other game
           | that gave me the same "this world is handcrafted" feel (dunno
           | how that was built though).
        
             | OkayPhysicist wrote:
             | The Witcher 2 was the first game I remember really blowing
             | me away in that regard. Sure, it's not quite fully open
             | world (more of a series of small open worlds), but the
             | design is immaculate. To make up for space constraints they
             | definitely leaned into the whole "Disneyland sightlines"
             | thing, where you'll turn a corner and suddenly be a in a
             | new area, with all sorts of fascinating nooks and crannies
             | to check out.
        
             | babypuncher wrote:
             | I think this is why the Hogwarts Legacy game is doing so
             | well. The story is fine I guess, and the combat is polished
             | but not particularly deep. But the recreation of the castle
             | and Hogsmeade are so painstakingly detailed and well
             | thought out. It's easy to get lost for hours just
             | exploring, something most other open world games of the
             | last decade really struggle with.
             | 
             | The illusion starts to fade when you wander further away
             | from the school, but the game smartly keeps most of its
             | critical path around Hogwarts and Hogsmeade.
        
             | RangerScience wrote:
             | > lovingly crafted by hand
             | 
             | Ever play Riven? I remember reading that "every pixel was
             | crafted by hand" (which probably wasn't quite true, but,
             | probably not enough to matter. That game was a work of art)
        
           | RangerScience wrote:
           | I'm, ah.. I'm gonna go over here with my eager anticipation
           | and prior excitement over literally this. Although I know
           | you're not actually referring to these kinds of remakes, if
           | only because these are much more "labor of love" than "cash
           | in on a known thing".
           | 
           | (Dungeon Keeper -> Dungeons 2; more than a straight remake)
           | 
           | (Master of Magic; dec last year; nearly an exact remake -
           | switch to hex grid, few other tweaks, maybe more down the
           | road :hopes:)
           | 
           | (Pharaoh, A New Era - tomorrow, possibly an exact remake?)
        
       | belinder wrote:
       | maybe with AI voice synthesis NPCs will finally be able to say a
       | player's name
        
       | orliesaurus wrote:
       | I did a similar project for League of Legends: it uses AI
       | (davinci-003) to act like a dynamic in-game announcer that talks
       | to you you based on your performance in-game. [0]
       | 
       | As someone who made this as a sideproject, I can totally see how
       | if you have a team of people behind a project for a game like
       | Morrowind you could go deeper and create whole narratives and
       | quest systems around these "ideas" - without the need for 10s of
       | voice actors and game-modders
       | 
       | Quite fun for those who like, have been playing the same game for
       | 10+ years!
       | 
       | [0] https://youtu.be/tdONZF9iktY
        
       | yieldcrv wrote:
       | nice, glad to see someone is already on it! I had opined that
       | video games won't need voice actors any more and way more fleshed
       | out dialogue. A random NPC running around in Fallout in the
       | distance? You can have a full conversation about some relevant
       | contexts in the world, with spoken responses.
       | 
       | several other ramifications of this is that file sizes can
       | actually be smaller again. Most/significant part of the file size
       | in games is audio at various formats and high qualities. But
       | since pre-recorded can go away, it can be replaced with prompts
       | tied to some NPCs that augment their response. The training sets
       | can just be the file, and the training sets (edit: the MODEL) can
       | actually come with the OS or be a shared resource on the system,
       | instead of packaged with the game. Smaller additional training
       | sets (edit: the model, not the training set) can come with the
       | game.
       | 
       | I have a different idea regarding compensation paths for human
       | beings, but its not likely that it will be followed, or lucrative
       | even if implemented.
        
         | brucethemoose2 wrote:
         | Prerecording VA with AI is one thing (and is super cool and
         | practical right now), generating it on the fly is a whole
         | different can of worms.
         | 
         | Its gonna be a some time before the "baseline" console/PC is
         | fast enough to run a game, language model and voice model all
         | at the same time.
         | 
         | And it may take even longer for software support to be put in
         | place and for devs to actually use it. Unity doesn't even
         | natively support Opus right now, which would dramatically
         | reduce VA filesizes
        
         | oneoff786 wrote:
         | You don't need the training set available to run the model.
        
           | yieldcrv wrote:
           | you're right, I should say just the model, or trained model.
           | what terminology would you use? For example, with stable
           | diffusion I download a.... model? and can also train a model?
        
             | oneoff786 wrote:
             | It's just the model.
             | 
             | You might tangentially download the code to train a new
             | model from scratch or update the model you received.
             | 
             | The important bit is that the training data is HUGE and the
             | model is not.
        
         | otikik wrote:
         | > video games won't need voice actors any more and way more
         | fleshed out dialogue
         | 
         | I respectfully disagree. One only has to look at Mass Effect's
         | voice acting for male and female Shepard. It's (almost) exactly
         | the same dialog lines, both performed by humans, but Jennifer
         | Hale just kills it. The voice alone made a lot of players think
         | of Femshep as the canon (despite the male model being present
         | in the box art and most PR media).
         | 
         | I do agree in that we might need _less_ voice actors - but
         | mostly for non-key NPCs. Humans will still play a role.
         | 
         | On that same note, it would not surprise me if non-key NPC's
         | dialog was not written by a human any more, but by a machine. A
         | human "writer" could be replaced by a "chatgpt prompt
         | engineer". But again that will only apply to secondary NPCs.
        
           | coldacid wrote:
           | Honestly, I think we need _more_ voice actors, not less. One
           | of my biggest complaints with the dialogue in Oblivion wasn
           | 't the inanity of the "conversations" but the fact that there
           | weren't enough different voices to go around so everyone of
           | same race and sex would sound the same.
        
           | punchclockhero wrote:
           | Started playing Mass Effect with Knights of the Old Republic
           | fresh in my mind back in the day. It was so jarring hearing
           | the same voices with different characters.
        
           | 127 wrote:
           | I don't really agree. Femshep is way overhyped and maleshep
           | is just fine, if not even more iconic. Femshep sounds like
           | trying too hard to come across as gruff and experienced
           | military veteran and it just doesn't work for me. Comes
           | across as fake.
        
           | yieldcrv wrote:
           | I believe that the only reason you would write this is
           | because you haven't seen the services that let you train a
           | voice generating AI from a few minutes of your own voice or
           | from a few minutes of another person's audio.
           | 
           | https://www.instagram.com/reel/CoVPCo2sMIj/?igshid=YmMyMTA2M.
           | ..
           | 
           | You can already feed this generated responses to say back.
           | 
           | In the near future, humans will play a role, for 5 minutes.
           | We agree on that point. In the also near future, we'll have
           | enough samples for a diverse audience.
        
       | dmm wrote:
       | Starting with Oblivion the elder scroll games have voiced
       | dialogue, presumably because that's what players started
       | expecting.
       | 
       | But this had the effect of dramatically reducing the number of
       | options when talking to NPCs and also creating some immersion
       | breaking artifacts like an NPC sadly recounting a personal
       | tragedy and then immediately cheerfully discussing the weather or
       | whatever.
       | 
       | It's also strange when the same four voice actors play so many
       | characters. It's just tedious and immersion breaking.
       | 
       | AI has the potential to improve this situation in several ways.
        
         | lm28469 wrote:
         | > AI has the potential to improve this situation in several
         | ways.
         | 
         | In something of the caliber of TES they could just get a few
         | hundred voice actors. It's something like 100m budget vs 1b in
         | revenues.
        
           | anonymousab wrote:
           | With Oblivion in particular I think they threw a ton of money
           | to get Patrick Stewart to voice a few lines. That could have
           | done towards hiring many voice actors, but it may have been a
           | reasonable marketing move overall - it's hard to tell given
           | the shape of the market and that genre at the time.
        
         | cardanome wrote:
         | VA is a real pain, especially for an indie game dev.
         | 
         | It completely changes your workflow because you need to have
         | your script ready and finalized to record all the lines all at
         | once. Say good bye to iterative development. Want to tweak
         | something or add additional lines? Yeah, that is going to cost
         | you.
         | 
         | I think "AI" based voice generation (well data driven voice
         | generation, I will die on the hill that it should not be called
         | AI as it is not intelligent) will absolutely have a place for
         | prototyping games and having filler voice acting.
         | 
         | The problem is though, that good VA can absolutely make or
         | break a game. Will players really tolerate "AI" voices? I hope
         | not! There is a reason certain famous voice actors are paid
         | good money: it is an art.
         | 
         | People will watch certain shows or play certain video games
         | simply because they have a voice actor that they like in. You
         | can't get that emotional attachment form generated voices.
         | 
         | Voice carries so much more information than just the text. It
         | gives hints to the emotional state of the speaker, their
         | background and education, their intentions. "AI" can never
         | replace top-tier voice acting from humans simply because that
         | would require a general intelligence.
        
           | Shish2k wrote:
           | > You can't get that emotional attachment form generated
           | voices.
           | 
           | Vocaloid managed to turn people's emotional attachment to
           | generated voices into a billion-dollar industry
           | 
           | (I'm actually crying right now, just remembering the
           | emotional impact of The Disappearance of Hatsune Miku -- a
           | song written from the perspective of a piece of voice
           | synthesis software which is in the process of being
           | uninstalled, and performed at a speed no human singer could
           | match, as she tries to squeeze in one last goodbye T_T)
        
         | NoboruWataya wrote:
         | I noticed that even the expansion packs for Morrowind had a lot
         | more voice acting - dialogue was still textual of course, but
         | NPCs' "monologues" were a lot more substantial.
         | 
         | I know it's just nostalgia talking, but I feel like the text
         | dialogue was one of the things that made MW as special as it
         | was. At a certain point I think text becomes easier for a user
         | to digest - you don't necessarily want some NPC talking at you
         | for ages about the history of Vvardenfell. And MW was very rich
         | in history like that.
        
           | TeMPOraL wrote:
           | > _At a certain point I think text becomes easier for a user
           | to digest - you don 't necessarily want some NPC talking at
           | you for ages about the history of Vvardenfell._
           | 
           | No to mention, this can sometimes become immersion-breaking.
           | Especially with such data dumps, voice actors would forget
           | (or not be informed) about the context in which their lines
           | are being heard by the player, and then you end up with a
           | random villager or space soldier suddenly giving you a TED
           | talk.
        
         | TazeTSchnitzel wrote:
         | I think Oblivion is the game where all the voice lines were
         | recorded in alphabetical order, so the delivery is terrible
         | because the actors didn't get any context.
        
         | Semaphor wrote:
         | One of my favorite RPGs (Pathfinder: Kingmaker) had the devs
         | talk about it. They had limited voice acting, and that already
         | heavily limited their options for DLCs and post launch content.
         | If we actually get AI voice acting, I'd stop having issues with
         | it.
        
         | coldacid wrote:
         | Honestly I think that the reuse of voice actors is even more
         | annoying in Oblivion than the absurd non-conversations NPCs
         | keep having with each other.
        
           | tbalsam wrote:
           | How is this a detriment for both of you?
           | 
           | It's a lovely redeeming quality of both games, by far. Having
           | the same voice actor for everyone is absolutely freaking
           | hilarious, too, to boot.
           | 
           | I mean, how can you not love this lol:
           | https://youtu.be/N6hVmn9FM7o
        
             | coldacid wrote:
             | Don't get me wrong, it's very entertaining, but that
             | doesn't change the fact that it takes my suspension of
             | disbelief and bashes it around the head and neck with a
             | sock full of Septims.
        
         | superkuh wrote:
         | Yep. I saw that change from Fallout 2 to Fallout 3. It was
         | dramatic and bad. Voice acting in RPGs made for much more
         | limited game dialog (and gameplay!) across many RPG series.
         | They stopped being role playing games and started being movies
         | you played through. AI voices are a welcome potential fix...
         | though I doubt the big corporate game studios are going to go
         | back to the old ways.
        
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       (page generated 2023-02-14 23:02 UTC)