ffordesoon wrote:I'm a journeyman writer, I've made a short film, I know a fair bit about the way voice acting is handled in games, and I've even done a little voiceover work myself. I'm not saying that to brag, merely to point out my meager but real credentials in this area, so I can tell you honestly that yes, it is an enormous undertaking, even when it's just the limited VO of something like Fallout 1.
So is developing a whole frigging video game, yet this can be dealt with through proper time management. If Baldur's Gate or Fallout 2 managed to add a decent amount of voice acting, I do not believe for one moment that the developers on Wasteland 2 cannot do so as well.
You wanna know why Bethesda's dialogue is so flat and dull?
It isn't.
It's because they spread themselves too thin coming up with and recording absolutely everything that absolutely everyone will say, and they record all the lines and block out the story before the game is anything but a bunch of design documents.
The actors aren't allowed to improvise or to get to know their characters at all, because there's no time. By the same token, the writing is locked in once it's recorded, whether it works or not, because there's no time to get the actors back in the booth. Anyone who writes for actors will tell you, a process that works like that does not produce an end product that's remotely up to code.
Conversely, Fallout 1's acting is often better than the dialogue itself. Why is that? Because only a few characters spoke in that game, and so they spent a lot of extra time properly preparing the actors for their roles.
And as for not being able to change stuff not mattering, that is a flat-out falsehood. My go-to example: George Lucas passed off the direction of Empire Strikes Back to his old theater professor, Irvin Kershner, right? Which is what saved Star Wars from becoming a cultural footnote, in my view, because Kershner knew how to work with actors. Where Lucas was always a very controlling and cold writer-director who required his actors to say their lines the way he wrote them, Kershner knew that if he let the actors do their thing and changed the script accordingly, they'd get some magic moments. And he was absolutely right. The memorable exchange between Princess Leia and Han Solo right before he gets frozen in carbonite ("I love you!" "I know.")? Originally, Han was going to say "I love you too." That was all wrong for the character, and Harrison Ford knew it. So he went to Kershner on the day of filming, and Kershner told him to try doing it his way. If it had been Lucas in the director's chair that day, he would have probably forced Ford to deliver the original line. Because Kershner was there instead, we got one of the great character-defining moments in nerd cinema.
What it your point? This has nothing to do with my original statement, which was that having the game writers spend all their extra time adding a bunch of random dialog trees is a waste of time. Reading through endless walls of text in a video game gets tiring pretty dang fast. I would much rather have quality over quantity in NPC conversations, and voice acting is major part of that.
And I'm not sure why you don't think the developers couldn't simply rerecord one segment of dialogue if they absolutely needed it changed. I'm just saying that if the writers are doing a remotely competent job, they should be able to get the vast majority of the major conversations finalized long before voice acting begins. I don't think it was that difficult in the example you gave to change three words of dialogue, and I don't think it would be so difficult to do so either in Wasteland 2. On the other hand, expecting the developers to be hacking together the fundamental pieces of these conversations at the last minute is ridiculous.
The point being, sometimes changing stuff at the last minute or improvising throwaway lines improves the end product immeasurably.
Once again. What the heck does this have to do with my original point? If a writer absolutely wants some "throwaway" line thrown in at the last minute, they can do so in one of the
non voice acted segments of dialogue. If it really was that crucial that it needed to be voice acted then the writers should have come up with it to begin with.