Idle chatter in games: annoying or immersive?

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There are many methods that developers use in order to create a video game that feels immersive; a cohesive art style, thematic soundtrack, and ability to interact with and impact the characters and places within the world all help an experience pull the player in, giving them the feeling that they’ve settled into the role of, and have become the character that they’re controlling.

One of those techniques that seems to have proliferated with the popularity of open-world games is the addition of “idle chatter”, or passive background dialogue. You’ve likely heard these kinds of lines hundreds of times, when you’ve walked around in a town and heard villagers comment on the latest mundane fact about their lives, or when an ally decides to give their opinion about the enemy that you’re fighting, or talk about how low your health currently is. It’s a fantastic way to lend some world-building to a game’s setting, but it’s also something that might drive players to madness.

For example, anyone who has ever played Fallout: New Vegas will likely cringe when they recall this familiar line of, “patrolling the Mojave almost makes you wish for a nuclear winter”. In theory, it’s just a simple throwaway line that’s spoken by NCR troops throughout the Mojave Wasteland, bored whilst endlessly walking back and forth. Yet, the line was recorded by multiple voice actors, and given how the NCR is a major faction within New Vegas--a 30+ hour RPG--you will see hundreds of those troops, and you will hear that line, many, many, many times throughout your adventure. Having a phrase repeated ad-nauseum like that pulls you right out of the experience, either by making you roll your eyes at how ridiculously few lines the developers decided to give the randomly-generated inhabitants of the world, or by making you want to actively avoid those characters, just so you don’t have hear them say it for the trillionth time.

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On the other hand, this kind of background noise can be well done, such as in Assassin’s Creed II. Ubisoft gives you, the player, tons of methods to interact and mess with the world. The cities of Italy are bustling with activity, whether it’s merchants on their way to stock their stores, citizens going about their daily lives, or mercenary groups on the side of the road hoping to be hired, there’s always a lot going on. Walking in a short line will usually result in at least a handful of lines, depending on where you are and what you’re doing. Should you decide to wall-run in the middle of a crowded walkway, the onlookers are going to think you’re absolutely insane, muttering, “He must be drunk or something!” or “What is this man thinking?!”, because obviously, most people don’t think that scrambling up the side of a villa and leaping from rooftop to rooftop is the best way to get around. Not only are these NPC’s commenting on something happening on screen, but it’s also focused on you, the player. It feels real, and it makes you consider how you’re interacting as Ezio, not as a gamer holding up on a controller.

Open-world games aren’t the only ones to make use of this method, either. In Persona 5, you play the role of a student wrongfully accused of a crime. Having been expelled from his previous school, the main character has been transferred to Shujin Academy, where his reputation as a delinquent quickly becomes the latest hot topic. The game makes it no secret that people are wary of you, whether it’s your reluctant teacher, upset at having to deal with a problem child in her class, or the students who are worried about this new scary transfer student.

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Persona 5 could easily just throw you into forced conversations over and over, to get the point across that no one likes you-- and to an extent, it does. After all, the game is no stranger to having long, dialogue-heavy stretches, but where it handles this topic best is when you wander around the school and see little word bubbles pop up as you walk by your classmates. They range from startled gasps, to pairs of schoolgirls eagerly gossiping about the other rumors they’ve heard about you. It perfectly nails the awkward new-student feeling of being ostracized and judged by your peers, all without having to slow the player down.

So, with these examples in mind, what is your favorite use of background chatter in video games? Do you find that it helps in terms of lore and world-building, or is it something that doesn’t tend to help a game, and only serves to annoy you as a player trying to immerse yourself?
 
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osaka35

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from a narrative perspective, it's rarely used to push anything in the story. I can see it being used to reinforce ideas of "growth/destruction", "alien", "confusion", etc. but...i really don't see that very often.

For "immersion" only it seems, like, "oh it's a busy city so it sounds like a busy city". makes the audio logic fit the visual logic is the goal i suppose? it's just a part of the audio scenary, and one that can get quite annoying.

another thing is it generally conflicts with any kind of sound track, or even replaces it completely. music is going to have a lot more emotional information than mumbling, so I will always prefer that. ideally it would go along with the music. probably a nice balance to be had. game genre probably matters too, not everything is about narrative.

taking ff7 "remake" for example. that got old fast. as long as they let me turn it off or down, though, I'm fine with having the option.

but...if it counts, the best I've heard is for horror. headphones on, sitting in the middle of the floor, playing silent hill 2? yeah. I'll take more of that.
 
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Even worse if you have the kind of batteries that are, like, they seem to have run out of juice but actually work for hours still, and well...
wont forget the time that the wiimote low message popped up but when i pressed the home button my battery was at 3 bars
 

AkiraKurusu

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The Persona 5 "idle chatter" isn't voiced, though - it's purely visual, aside from maybe a general "chatting" SFX that isn't too loud or annoying. As a result, it's not possible to "hear the exact same line over and over and over again" in Persona 5, in this scenario (Futaba's a different story...).

Yeah, there's an argument against VA-ing every single minor character. Pointless, waste of money. might not even help engagement or suspension of disbelief.
 

Silent_Gunner

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I like idle chatter in general. I want to have a big, immersive world, and honestly, I think just having a mumbling chatter would be good enough to indicate there's life around you. But then if you actually interact with someone, I'd like to hear what they have to say.
But here comes the part that I think is the thing most games fail with: repeating themselves. I get it that you can't have unique lines every time, if you speak with the same character 50 times. But some variance, and not having different characters say the same thing, all the time.

If there were a pool of lines that can be used, and having the game internally track the lines, so you won't get the same ones close to each other in time, perhaps... Yeah...

Both Persona 2's (as in, both Innocent Sin and Eternal Punishment) have unique dialogue for every NPC in Sumaru City that changes depending on what events are occurring in the game, the rumors you spread or want spread, your choices throughout the course of the game, etc.. It's actually pretty impressive, ngl.

What's not so impressive is Persona 2 EP for PS1's price on eBay ($200-300-something range) and the lack of a fan translation of the PSP version since that version didn't make it over here even though Innocent Sin's PSP port did... :(

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"Master,your Wiimote batteries are low"YES FI I KNOW THAT IM POOR

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FAST6191

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I used to replay RPGs over and over looking for any lines of dialogue I might have missed by triggering events before talking to every NPC. It was always an exciting moment when I found something new. With modern RPGs that's basically impossible unless you're willing to read whole books worth of dialogue between every event, so I don't usually even try. I kind of miss it, to be honest. It's good that there's more dialogue but it feels kind of devalued since there's so much.
Is this where I tell you there are a few games out there that when presented with the

"something negative, yes or no" before apparently looping back round if you say I don't want that are actually counters. If you say I don't want that usually between 50 and 99 times then the bad guy or whatever will relent and allow you to keep things/have things/not suffer a penalty. This can include keeping characters that might die, some really nice items and lots of bonus fun.
 
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Cryoraptor

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Depends on the game. If it's a game where story is important, then if it's done right, chatter adds to the experience. If it's a game like Pokemon though, it's annoying.
 
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Codemastershock

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I really enjoy the way chatter is handled in Yakuza and aforementioned Persona 5 - through silent pop-up bubbles on sides of the screen.
Me on the other hand, hate these chat bubbles.It adds too much visual pollution, love these games though.

I am not as annoyed as idle chatter, but it has to not repeat often and it has to allow some breather once in a while.
The issue is that, not just games use the same lines over and over, but sometimes they talk too much.
Pretty much all games treat voices as things to get triggered and it can stack one over the other and it is so annoying. I really liked Final Fantasy XV, but the start of the game is dreadful, hearing Ignis say "That's it! I've come up with a new recipe!" every single second. For the game, it does make sense, he encountered the things he needs to do new recipes, but on real life, he woudnt notice everything right away to cook new foods and he woudnt bother everyone all the time talking like that.
 
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Ishzark

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it's pretty annoying

I mean, it's a good thing so the game doesn't stay silent at all
but if you hear like in 1 hour 100 times the same phrases you either learn to ignore them or you go insane
 

raxadian

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I think I'm the only one to actually like Fi, except when your wiimote run out of battery...

People tends to forget Ocarina of Time was the FIRST Zelda game on 3D so having a guide in game was needed to avoid kids having to read the manual all the time.

Since then we had so many many many more and worse examples of annoying helpers, I freaking hate Omochao, Navi looks quite tame. More so since she NEVER EVER returned in any Zelda game ever.
 
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K3Nv2

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I enjoy background chatter depending on how it's executed. Take vampyr for example there was town folk chatter but not a lot of it and it helped you recognize a character by how they spoke.

Now team speak on mp COD specifically is an annoying nightmare. So glad they added a mute all button in the newer games it can really throw off concentration
 

RedBlueGreen

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Depends on the game for me. I really like it in Oblivion and ESO, but hate it in Skyrim. Even though Oblivion's stuff could get repetitive, it was nice to see NPCs having conversations, especially for a game from 2006 compared to the NPCs in Skyrim having the same conversation or just making comments about your skills. Even if Oblivion's conversations were sometimes nonsensical.
 

MikaDubbz

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Depends on the kind of idle chatter. For example, the conversations passengers have with you during missions in GTA V can often be very humorous and enjoyable, and absolutely immersive. While Navi shouting, "Hey Listen!" every 2 minutes is quite the opposite.
 

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