Occasionally the developers will take the time to implement distinct English-sounding gibberish, Spanish-sounding gibberish, and so forth.Ĭompare Voice Grunting, which is somewhat similar, but not nearly as elaborate. Some games even have different voice sets for the Simlish, serving as audible Speech Bubbles (or tags to actual Speech Bubbles) to distinguish speakers. The net effect of this isn't one of confusion but charm, as the tone comes to convey more than the words and they avoid the tedium of repeating the same lines over and over. This is probably meant to suggest the NPCs are speaking in any and all languages at once, and save recording multiple voice tracks. Additionally, many older Japanese RPGs (as well as newer ones that eschew voice acting) use beeps of varying tones to convey the voices of characters when their dialog appears in the text box a little girl would get a high pitched tone, an older man would get a low pitched tone, etc. ![]() This became especially popular in cartridge and floppy-based releases once fully voiced CD-ROM releases began showing up, as something of a compromise between the expression provided by voice acting and the enormous amount of storage required for it (not to mention that it can save quite a bit on the budget). ![]() It's not a cypher, normal speech spoken backwards or anything like that, it is quite simply gibberish or "Simlish" as The Sims manual says. The language of NPCs and other AI constructs in simulation games and some RPGs is often made up of nonsense sounds strung together like actual words.
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