115614-why-wildstars-personality-shines-more-out-of-game-than-in-game

== Content ==
			Anybody that followed this game up to launch will be able to attest to the fact that every Wildstar Wednesday was somthing they looked forward to, every devspeak every cinematic was really awsome. They were all top notch really fun really enjoyable content. I developed my love of the IP and its personality through these marketing videos, and still look back on them fondly.It was then to my dismay when i played the shiped title that i found little of this present in the actual game. The voices and personalities of the big names like the care taker, kitt brinney and malvolio where sadly missing due to becoming standardised mmo npcs.The Quirkyness, sleezy money grubbing nature of protostar was summised far better in one housing video than it was in an entire quest line with the corporation in game. Devspeaks explain mechanics in far greater detail than in the actual title, and information like paths, factions, classes and races where all far better explained in the videos than in the character creation screen.It almost became a pre requisit to have followed the promotional material in order to be able to appreciate what wildstar actually was as a product.This needs to change, and the cinematics team has gotten alot of my feedback in regards to this recently. I dont know if anyone else agrees with me, but based on Chads recent comments he appears to realise this too.I would love to see far more of this high quality marketing material created for the game, in addition to taking all possible external material and placing it within the game expereience itself.I still maintain that using the Protostar housing video as a form of advertisment and introduction to players in game would be a far superior tutorial than what is currently available.And things like the class/faction/race videos seriously need to be available on the character creation screen. It's insane to expect players to pick something so permanent like a class or path given how important and varied they are to the players overall experience, especially since they are permanent choices and so little info is given about them.Well thats my 2 cents. I really hope wildstar can communicate the awesomeness that is its IP to current and new players as well as it did to me following its lead up to launch.Cheers 	
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Same... Also i don't understand why they don't have the same system in WS that they have in GW2 or Borderlands 2 where your own character say random quotes based on what happens to him/her. Recording 40-50 voice quotes per race/gender shouldn't be that expensive.
 
And it adds sooooo much...
 
Example : in GW2, your toon will sometimes, not always, say something relevant to its state, for example when afflicted by an effect that freezes him or root him by ice an Asura will say "going hypotermic" while a human will say "I'm freezing". Then when initiating combat an Asura could say one of several different ones, example "you're dumb, you'll die and you'll leave a dumb corpse", etc... lots of so many nice and funny race/gender personnalized quotes.
 
They don't always say it, just once in a while, it adds SO MUCH.
 
I was really disapointed they didn't have this system in WildStar...	
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Same... Also i don't understand why they don't have the same system in WS that they have in GW2 or Borderlands 2 where your own character say random quotes based on what happens to him/her. Recording 40-50 voice quotes per race/gender shouldn't be that expensive.
 
And it adds sooooo much...
 
Example : in GW2, your toon will sometimes, not always, say something relevant to its state, for example when afflicted by an effect that freezes him or root him by ice an Asura will say "going hypotermic" while a human will say "I'm freezing". Then when initiating combat an Asura could say one of several different ones, example "you're dumb, you'll die and you'll leave a dumb corpse", etc... lots of so many nice and funny race/gender personnalized quotes.
 
They don't always say it, just once in a while, it adds SO MUCH.
 
I was really disapointed they didn't have this system in WildStar...
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Actually I'd say the heavy use of voice acting is what has strangled SWtOR and GW2's ability to deliver new plotlines. SWtOR had the absolutely preposterous bit of a spy shushing our character before rambling on as an exercise in hanging a lampshade on the fact they couldn't be bothered to get the hero voice talent back in the studio. GW2 has abandoned its original storytelling platform (fully voiced heroes) in favor of a handful of NPC narrative stand-ins who do all the talking - and even then they are in constant peril of not being able to get a particular voice actor again and having to write out/kill the character off.
 
The dramatic grunting in combat does add a lot to GW2, but its still deliberately sticking your head in the lion's mouth to make your continuity dependent on outside talent. Maybe when synthetic voices become more of a mature tech, but right now any studio director should be extremely leery based on the lessons MMO history can provide. Unless you thought of absolutely everything your game will ever need for combat voice-overs, the prospect of getting 60 specific voice actors back into the recording booth (15 race/gender combos x 4 different languages being supported) for a second session is a non-starter proposition. 	
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Actually I'd say the heavy use of voice acting is what has strangled SWtOR and GW2's ability to deliver new plotlines. SWtOR had the absolutely preposterous bit of a spy shushing our character before rambling on as an exercise in hanging a lampshade on the fact they couldn't be bothered to get the hero voice talent back in the studio. GW2 has abandoned its original storytelling platform (fully voiced heroes) in favor of a handful of NPC narrative stand-ins who do all the talking - and even then they are in constant peril of not being able to get a particular voice actor again and having to write out/kill the character off.
 
The dramatic grunting in combat does add a lot to GW2, but its still deliberately sticking your head in the lion's mouth to make your continuity dependent on outside talent. Maybe when synthetic voices become more of a mature tech, but right now any studio director should be extremely leery based on the lessons MMO history can provide.
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