What about music? Voice acting?
Music
The game has over twelve hours of music, ranging from classical choral pieces to weird sound effects. All music will be fully credited in the game.
Any musical puzzles?
All the puzzles come from the books themselves. When I convert a book into a game I go through the raw text, re-editing it in terms of tasks. If music is in the book I'll try to find a way to use it in the game. There isn't anything in Les Mis that lends itself to a musical puzzle, but there might be in later stories. Any musical puzzles will be fairly easy, or at least clearly marked, because I want this game to be played by people who don't normally play games, and they might not have any speakers turned on.
Voice acting? The game's too big!
Les Miserables: the game of the book is too big for spoken audio. There are simply too many conversations, so all the choices appear as text on the screen.
The game has thousands of conversations, and would require literally tens of thousands of audio files, and that number would increase dramatically with every release. It would take longer to add the audio than all the other design elements combined, so it just isn't practical. And the download size would be unfeasible. And the cost of the game would more than double, since good voice acting isn't cheap. Graphics can rely on your imagination to fill in the gaps, but voices can't.
Ther are techical and practical reasons, but the bottom line is the game is to big for pre-recorded spoken audio. Besides, the best voices are always the ones you imagine in you head.
Maybe in the distant future, if the game ever became a financial succes and was taken over by a different company (two very big 'if's) then I guess they might want to invest in voice acting. Who knows? But for me, for the foreseeable future, my top three priorities are story, story, and story.
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