[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
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