Has there been any consideration of adding background conversations? They don't need to be understandable, just to help increase the realism of crowds of AI. Right now when you go to a space populated with multiple AI, like a spaceport at New Babbage or exposition halls during shows, there is no sound from the AI characters talking to each other, and it seems unrealistic.
TL;DRThe devs say they want a dynamic background crowd-chatter system that reacts to population and mood, and are trying to build systemic tools for it, but it is complex, content-heavy and still needs a lot of work.
Yeah. Well, the indiscernible dialogue that that kind of question really alludes to is walla. But in general, liveliness kind of comes from having lots of layers. You have a background and a foreground and a middle ground, or even more than just those three layers, for dialogue. And it's a little bit more complicated than you might think. In general, the walla, as it would sit, is a very static looping bed. And it doesn't really do much to help sell when the population of a room changes, if it grows or decreases, or if the mood changes, or if the player has an impact on the mood and pulls out a gun in a crowd and starts firing. Don't do that. But if that were to happen, the crowd would change, and you would want to hear that. It's quite a more impactful system. And we actually have a real goal to achieve this. We want to do a dynamic walla system that actually accounts for players coming and going, the size of the population, even the economic status of what the population would be, or their mood, and how things change like that. And that's something that's really heavy on our radar. But that's just the walla, that's just the background. We have the foreground, which I think they're also alluding to in this question, of actually seeing players having a conversation. And a lot of that is very dependent on behavior, AI behavior. And again, alluding back to what I said before about conversation trees and that chatter, that's a lot of content with a lot of actors. But mainly it depends on behavior and acknowledging those two characters, acknowledging that they're in a shared conversation. That one person said this topic, and now I need to comment on something that makes sense from that topic, and then they want to rebut after that, and you want to have at least a three-way back and forth of a conversation. And that takes a lot of effort, and it's a lot more complex than you might think. And then that again is just the foreground. Then you have the background needing its system and the foreground needing its system, and then, well, what do you do about gluing those two together? And this is something that we've been really trying to achieve more recently, because it's like a filmic kind of thing where you're trying to showcase sound unseen. So we don't really want to allude that there are people actually talking right there with you or whatnot, but we want to hear that there are conversations going on about you that aren't part of that static bed. And so we kind of have this: it doesn't call out to you, but it doesn't wash away. It just adds some pepper and some spice to what would otherwise be a static, bland bed. And that's what you've seen in the cargo and refinery decks. You're going to see it in our new location for Orison. We're trying to achieve a bit more of that. And that's going to help glue some of the stuff together while we still really need to put a lot of effort into these systems that are a bit more complicated than you might think. But it's definitely heavy on our minds right now, because that's a big thing for us, feeling that life in a space. Even if we don't have the tech or ability yet to do that, we want to try to achieve it in any way that we can, even in the interim. So we're doing our best.
Yeah, just to add on the end of that, the reason these things take time is because we try to do everything systemically. We try to solve the problem for the whole picture rather than solving specific cases by adding beds that suit this particular area. And that would mean that when the tech's not ready yet, certain areas, like you mentioned in the question, can feel a little bit like they're lacking some life and some colour. But what we're looking to do to solve that is not to just artificially throw that life and colour in, but throw in a system that allows us to colour whatever space it might be. So it's not just about walla, it's not even just about characters. It might be that you can walk into a room full of, say, hospital beds, and we could have a system that allows us to recognise that there's a lot of hospital beds in this room and gives it that kind of calm audio background that a hospital room has, because it's found all these objects in it. This kind of idea. So we're looking to make a system that basically allows us to colour every part of the universe.
And again, looking at that big picture of content, we try to get a little bit at a time. We're getting this content that's going to take a long time to get. We are getting a little bit at a time, and it just takes a lot of time to get those kind of big dialogue trees going.