EGW-NewsNytt GTA 6-läckage ger information om spelets spännande NPC-dialogsystem
Nytt GTA 6-läckage ger information om spelets spännande NPC-dialogsystem
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Nytt GTA 6-läckage ger information om spelets spännande NPC-dialogsystem

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Red Dead Redemption 2, released by Rockstar Games in 2018, has introduced a full NPC dialogue system, allowing the main character to interact with any citizen in the huge game’s world. The developers have recorded over 500,000 lines of dialogue, and there is no doubt Rockstar will improve this system in Grand Theft Auto VI, their upcoming title set to release this November.

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Although we still saw only two trailers of GTA 6, with many details remaining unconfirmed and to be considered as rumors, the levels of detail in Grand Theft Auto VI are exciting and mind-blowing. Speaking of the NPC dialogue system, a new leak confirms it will be massive. As revealed via Reddit by user Brave_Plan_9659, who, as he stated, worked on audio regression and subtitle validation for GTA 6, Rockstar Games has made hundreds of thousands of recorded lines not for main characters but for the world’s NPCs—for the people who are walking around the map, reacting, and speaking. It is not what we saw in Grand Theft Auto V—it's a fully structured system with detailed tags and categories. More information from the Reddit user himself about how NPCs are reacting to what’s going on in the game’s world, and more, you can check out below:

GTA 6 has an absurd amount of NPC voice lines and it’s part of why the SAG-AFTRA situation got weird

throwaway. not verifying anything. i’m not replying to dms.

i wasn’t doing gameplay QA like some people here claim, i was on audio regression + subtitle validation for a few months. basically replaying random world interactions and making sure lines triggered correctly, matched subtitles, didn’t overlap, etc.

and i don’t think people understand how insane the NPC dialogue system is in this game.

everyone assumes it’s like GTA V where you have a pool of lines and they just shuffle. it’s not that anymore. it’s structured. like… labeled and categorized at a level i’ve never seen.

we had access to a debug browser where you could literally see the line IDs and tags. stuff like:

  • npc\_outside\_to\_entrance\_greeting\_variant\_c;
  • npc\_store\_clerk\_fear\_low\_recognition;
  • npc\_store\_clerk\_fear\_high\_recognition\_excited;
  • npc\_ped\_phone\_recording\_reaction\_excited;
  • npc\_vehicle\_argument\_driver\_vs\_driver\_escalation\_02;
  • npc\_bystander\_comment\_post\_crime\_mask\_reference;
  • npc\_area\_reduced\_crowd\_night\_concerned;

that’s not me making up names, that’s how they’re formatted. everything is modular and situational.

and the volume is stupid.

last number i saw before i got rotated off that build was somewhere in the hundreds of thousands of recorded lines just for ambient/world NPCs. not story. not main characters. just people walking around, reacting, talking, calling out.

and it’s not just “more lines,” it’s conditional lines.

like there are separate recordings for:

  • seeing you commit a crime vs hearing about it;
  • recognizing you vs not recognizing you;
  • first time reaction vs repeated exposure;
  • day vs night tone differences;
  • weather-specific delivery (people literally sound more annoyed in heat/rain variants);

we had bugs where the wrong emotional intensity would play because the system pulled from the wrong tag group. like a calm line triggering during a panic state.

the SAG-AFTRA stuff (not gonna get deep into it) started making more sense once you see how much they’re recording.

this isn’t just “hire actors, record lines, done.” they’re recording:

  • multiple emotional passes;
  • multiple intensities;
  • multiple phrasings for the same situation;
  • AND different demographic variations so NPCs don’t all sound the same
there were entire folders dedicated to basically the same line but slightly different tone, like:
  • npc\_clerk\_alarm\_call\_neutral;
  • npc\_clerk\_alarm\_call\_panicked;
  • npc\_clerk\_alarm\_call\_whispering;
  • npc\_clerk\_alarm\_call\_injured;
and yes, they actually use them. we had to force scenarios to trigger each one.

also there’s a system for dialogue decay.

if you stay in an area too long, it avoids repeating the same lines by pulling from deeper variants. we had to test “line exhaustion” where you just stand in one spot for like 20 minutes and see if it loops. it almost never did unless something broke.

another weird thing: conversation chaining.

NPCs don’t just say one-off lines. some are linked like mini conversations:

  • person A reacts;
  • person B responds;
  • person A escalates or backs off;
and those chains have IDs too, like:
  • npc\_argument\_chain\_parking\_minor;
  • npc\_argument\_chain\_parking\_major;
  • npc\_argument\_chain\_parking\_turns\_physical;

we broke one build where chain steps triggered out of order and people were arguing backwards.

also: subtitles are separate entries, not 1:1 with audio files. so you can get mismatches. that was literally my job to flag.

one of the more interesting categories was meta awareness lines (not fourth wall, just social awareness), stuff like:

  • referencing viral clips;
  • referencing increased crime in area;
  • commenting on police presence changes;
those had tags like:
  • npc\_social\_comment\_recent\_event\_high;
  • npc\_social\_comment\_player\_infamy\_local;
so yeah, when people say “NPCs feel more alive,” it’s not just AI behavior. it’s the fact they recorded an absurd amount of situational dialogue to support it.

and honestly? i get why voice actors were pushing back.

if you’re being asked to record thousands of variations of essentially the same line, with different tones, intensities, and contexts, that’s not a normal voice acting gig anymore. it’s like building a database.

anyway that’s it. i’m not risking saying more.

believe it or don’t.

With each new portion of leaks and rumors, Grand Theft Auto VI becomes a more and more exciting video game. For instance, it was recently revealed that one of Rockstar Games’ developers has worked three years on a breakable glass system for vehicles and objects, and a recent story leak suggests Luis Lopez from The Ballad of Gay Tony will return in GTA 6.

Although new leaks and rumors of GTA 6 continue to appear, Rockstar Games is likely to release new materials of the game only this summer, when the marketing campaign officially starts. For now, you can also find out everything we know about GTA 6 so far, about the story, gameplay, map, open world, platforms, and more— here.

Are you excited for NPC dialogue system in Grand Theft Auto VI? Share your thoughts in the comments below!

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Grand Theft Auto VI will release on November 19 for PlayStation 5 and Xbox Series X/S.

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