[MUD-Dev] On socialization and convenience

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Mon Jun 18 10:58:13 CEST 2001


> From: Koster, Raph [mailto:rkoster at verant.com]
>> From: John Buehler

>> What we need is to move socialization to a separate game
>> 'channel'.  This could be done with players talking to each
>> other, or with characters talking to each other.  In the case of
>> players talking, provide low quality audio through that broadband
>> connection.  In the case of characters talking, use
>> speech-to-text on input and text-to-speech on output.  Do the
>> same with the NPCs.  Impractical with current technologies?
>> Probably.  This is why I started with offering a simple
>> observation.  I don't see a 'solution' with current technologies.

> It's not entirely impractical. Cybertown, for example, uses the
> text-to-speech stuff.

The microsoft gamevoice API might work quite nicely in a group
context if built into a game. It would probably mandate point to
point audio though rather than routing it through the server, which
whilst saving you considerable bandwidth might also raise privacy
concerns.

I wonder how my perception of people would change if I could hear
their voices.

Dan
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list