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abdiel420 wrote:Seriously, you can really tell which gamers started playing after the year 2000 and which ones started before.
abdiel420 wrote:Fully voiced RPG's, while entertaining, are usually very shallow
abdiel420 wrote:Voice acting takes a tremendous amount of time and money.
abdiel420 wrote:The point is, games don't need voice acting to be good or memorable.
abdiel420 wrote:That's what people thought about films and then The Artist was released.
Bozar wrote:This is exactly why there needs to be a new poll made around this issue after kickstarter ends. While some of you say "I would rather not have money spent on any voice acting, if they can rather be spent on improving game in other areas". Well yes cash can be spent on making even more NPC's and areas, or spent on more in-game artwork or prettier graphics. But I would rather have more fleshed out characters with _some_ voice acting, than another cave or two to explore. It's all a matter of opinion, some people here may deem "prettier artwork" as the best way to spend extra funds, and some don't.
Bozar wrote:<Snip>
Voice acting, done right, makes great characters into legendary characters. I believe that if they choose to do voice acting in _some_ capacity, and with Brian Fargo and Chris Avellone on board, I believe they have enough experience to tell apart shitty voice acting from quality voice acting.
Bozar wrote:I swear, I can have whole WL2 community against me on this subject, I'm still gonna push for it and hope for the best.
But that all changed ~radically~ after Toy Story was released; you could not get even those same performers to work for the same rate anymore. (Ignoring for the moment that Frank Welker is a legend and doing feature film work now instead of voicing Megatron, Fred (from Scooby Doo), and John Maxon.Bozar wrote:Fallout had, as previously mentioned by another poster over 20 awesomely voice characters, and with a similar budget...
Prometheus wrote:Furthermore, given an ample enough budget, I would consider it a standard element of a game and it should be present.
Drool wrote:Prometheus wrote:Furthermore, given an ample enough budget, I would consider it a standard element of a game and it should be present.
We don't have an ample budget. It's like a 10 million dollar movie. Not small enough to really be indy any more, but not enough to have a bunch of A list actors and whiz-bang special effects. They won't be rifling their couch for spare change, but it's not a AAA production.
Personally, the most memorable voice acting I've ever heard in a video game was in Impossible Mission.
Grotesque wrote:Are you ready to bet your life on it?
Grotesque wrote:Its strange how the word "some" in capital letters eluded you
Grotesque wrote:Tremendous is such a big word. But how much resources it would take for some voice acting for like... 21 talking heads?
Because I see you talk like you know all the insides of voice acting.
Grotesque wrote:Oh really? Just tell me how Harold in Fallout was not made memorable by voice acting. And the list can go on
abdiel420 wrote:That's what people thought about films and then The Artist was released.
Grotesque wrote:And that was such a masterpiece...
Grotesque wrote:Tremendous is such a big word. But how much resources it would take for some voice acting for like... 21 talking heads?
abdiel420 wrote:Name me one fully voiced RPG that is as in depth as BG, Fallout 1/2, etc. as far as dialogue options and impact on story.
abdiel420 wrote:It depends. How many lines of dialogue are we talking? 21 different actors? 18 with some doubling up? 10? 7? What sort of studio are they working with? Do they have one in house or do they have to rent a space? Do they have someone on staff who can work a sound board? Someone for post-production? None of which matters if voicing the characters limits player choices.
abdiel420 wrote:Are you telling me that an FEV mutant with a tree growing out of his head is only memorable because of his voice?![]()
astateofmind wrote:No one said fully voiced, surprise. And the ones you enumerate HAD great voices in the games. And those voices contributed a lot to the whole of the game, make no mistake.
astateofmind wrote:Right, they will do the high quality music/sounds/effects in the kitchen ... why didn't i think about it!?
That is quite the leap in logic. How can you possibly know how memorable a character is with no voice if he has always had a voice? Personally, there are plenty of characters I remember because of dialogue or their exploits and they never had voices, so it is not hard for me to imagine that he would have been just as memorable without a voice.astateofmind wrote:Not ONLY because of his voice, but his voice helped tremendous on the effect. Make an imagination exercise and picture Harold without the voice. Would it still be great? Of course. Will it have the same impact? No way.
astateofmind wrote:You totally missed the point.
krellen wrote:Grotesque wrote:Tremendous is such a big word. But how much resources it would take for some voice acting for like... 21 talking heads?
A no-name, SAG-approved voice actor costs $190/hr. If you try to get actual known talent, the price quickly skyrockets. "Top talent" can demand - and receive - tens of thousands of even hundreds of thousands of dollars for just a few hours' work.
Grotesque wrote:krellen wrote:Grotesque wrote:Tremendous is such a big word. But how much resources it would take for some voice acting for like... 21 talking heads?
A no-name, SAG-approved voice actor costs $190/hr. If you try to get actual known talent, the price quickly skyrockets. "Top talent" can demand - and receive - tens of thousands of even hundreds of thousands of dollars for just a few hours' work.
http://www.pop-gamer.com/2011/11/an-exclusive-interview-with-logan-cunningham-narrator-of-bastion/
enjoy the article
abdiel420 wrote:Pretty sure the point was that partial voice acting was better than none, and I agreed as long as including it didn't affect the length of the story or the complexity of dialogue. Some people disagree and think voice acting is more important than good writing and an in depth plot/conversation system. Is there something else that I am missing?
astateofmind wrote:abdiel420 wrote:Pretty sure the point was that partial voice acting was better than none, and I agreed as long as including it didn't affect the length of the story or the complexity of dialogue. Some people disagree and think voice acting is more important than good writing and an in depth plot/conversation system. Is there something else that I am missing?
Voice acting, good voice acting ... is irelevant without good writing and deep plot/conversation which is the most important part in a RPG. But i rather have a smaller world and less side quests with some voice acting than a diluted, un-necessary pulled story just to make it longer and bigger
I'd rather read a Stephen King novella than a Sandra Brown trilogy
abdiel420 wrote:And I would rather read A Song of Ice and Fire. A perfect example of a complex and engaging story that also has length and breadth.
abdiel420 wrote:If the writers can't handle a long and complex story (and I think they can), then go ahead and throw in voice acting if there is room in the budget. But if they are going to go bare bones on the acting to stay in budget, they might as well forget it and bump up graphics or something else. A terrible reading of dialogue can have just as big of an impact as a great reading, just depends on what you want the game to be remembered for.
excession wrote:I'm all for partial voice acting, as I feel it is an affordable way to add color to important characters, and helps to set the tone for a person's attitude.
As for the costs involved, I suspect they are likely to be less than people anticipate.
There is nothing written in stone which says you must use somebody who is an expensive celebrity voice actor, nor even somebody who is well known. The most important factor is that they are appropriate for the role and deliver the lines well.
Hell, there are stage and radio-drama actors out there who would do it as a side project, often to help pay for their next meal.
Most of them rely on good delivery and characterization to compensate for lack of set complexity and/or special effects. The important factors for voice acting, beyond basic talent selection, are vetting and character coaching by the writers, so as to ensure that it's done right.
So why, you may well ask, does voice acting sound so bad in so many games?
Simple: Control over line delivery for VA in video games is almost always handled by the publisher. More often than not, the game writers aren't even brought in to advise on tone, where emphasis should be put, or decide whether the delivery fits the character being performed.
That will not be the case with Wasteland 2, which means you need not rely so heavily on luck, or the talent of an expensive actor who has prior experience working with film or video games.
astateofmind wrote: How many years took the author to write that that "book"?
astateofmind wrote: Well, i'm playing atm FO1, and graphics are not that much an issue (i play it with the high res patch) but talking heads are really to be remembered.
abdiel420 wrote:Why did you put book in quotes? Are you implying it isn't a book? And we were using books as metaphors, I'm not suggesting Wasteland 2 be as long or complex as a 7+ part novel series.
abdiel420 wrote:Everyone is entitled to their opinion, but the argument that a game can't be memorable if it doesn't have voice acting is ridiculous.
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