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Old 09-11-2007, 06:48 PM   #29 (permalink)
lloydbentsen
Minors (Double A)
 
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Join Date: Jun 2007
Posts: 145
Suggestion
Maybe some sort of implementation of text-to-speech could do the trick for the people desiring audio in the game. I would imagine some of these text reading things have come along a bit where they are able to show certain inflections or emotions. Have the voice be excited or calm depending on the part of game. When a player comes up to bat, the "commentator" could easily mention recent news regarding that player. (streaks, stats, contract extensions, their mood, even stats regarding the game situation like AVG w/ RISP)
Any robot-like qualities could be masked by simple ambient sounds that take place in a ballpark. Nothing crazy, just what you might hear during a radio broadcast. (no vendors, hecklers, etc.)

Reason
(for people that create the game)
Doing Text-to-Speech may cut down on resources needed from an already resource-hungry game, since it wouldn't use hundreds or thousands of audio files.
This could also be made to read the text files that are currently used for the play-by-play.

Reason
(for players and modifiers of the game)

I didn't think it would make a difference for me to have a text-based baseball sim with facegen and such, but it has made the game even more seductive. Being able to hear what essentially could sound like a radio broadcast of a big game would be a huge leap forward.
Since text is editable, modders could adjust what they feel should be said at certain moments.

Priority
Low to Medium (depending on ease of implementation)
I realize that anything suggested is much more easily said than it is done. Maybe I am incorrect in assuming that text-to-speech is capable of sounding more like a human than a robot. I don't make games or programs, so I wouldn't know if licensing for such a thing would be far to expensive.

I thank for reading this post, and I commend everyone who puts effort into making this excellent game.
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