Voice acting in RPGs may be more trouble than it's worth

WorstUsernameEver

But best title ever!
Taking a cue from Brenda Brathwaite's and Chris Avellone's thoughts on voice acting, Joystiq's Rowan Kaiser has penned a rather interesting piece on voice acting in role-playing games. Aside from a few exceptions he seems convinced that the obsession with full voice-acting hasn't been beneficial to the genre, and I find it difficult to disagree with him and Avellone:<blockquote>Avellone described three main issues: first, that it disrupts his design process; second, his personal preference in terms of role-playing; and third, that their hard work that may not bear fruit.

In the first case, he says: "...on the resource end, the flexibility for fixing and editing voice-acted speech often interferes with the later stages of production as well – working on Alpha Protocol vs. Fallout 2, for example, were much different experiences, and I enjoyed F2 more." This aligns him with Braithwaite's experiences.

When I asked him if he had any particular example, he couldn't pick just one, saying, "My best example of voice inflexibility is just about any game I've worked on that was fully VO'd. Whether Alpha Protocol or [Knights of the Old Republic 2], the recording and localization must be done much earlier than the end product. If a quest is edited, changed, a character dropped, a mission removed, an error found, then you spend a lot of time editing lines and trying to work with the story cohesion."

Having played Knights of the Old Republic 2, a game with tremendous potential but one which was clearly hampered by lack of development time, I could sympathize. Huge swaths of that game were removed, rendering the original end of the game an incoherent mess. Modders have patched in parts that were removed, but they lack much of the polish of the original game. The amount of time spent fixing the issues of recorded dialogue must have played a part in the lack of time available to meet the publisher's release date demands.
</blockquote>
 
So true. I can just imagine what the NPC sounds like anyways. And at least I don't have to bear bad voice actors.
 
I don't know about anyone else, but every time I play an RPG that is fully voice acted, I always end up reading the subtitles and skipping the voice dialogue.

I also read books, so what do I know?
 
Lots of games could do without voice-acting, yes. Or at least, not fully; Fallout is a good example. Dragon Age: Origins also used a mute protagonist to great effect, since the main character was far more customizable than, say, Shepard or Geralt in The Witcher, for example. IMO, they should have used Skyrim (and Oblivion/Fallout 3 even more) as an example of where it detracts from the experience. Having a few returning voices is tolerable in a linear Bioware game, but hearing the exact same voice actors playing dozens of characters across a massive world really makes you doubt the pertinence of voice acting there.

As for the examples given, I imagine Avellone knows what he's talking about, but I can't really imagine Kreia without her voice actor. She was really, really good, and brought the character to life. Good voice acting is always a plus when I play a game. Something would lack without it I think. So maybe use the Fallout approach, voice the important characters, and screw the random NPS. They often have so-so acting anyhow, not much will be missed.

I also read books, so what do I know?

Books don't involve visual component beyond the text. Video games do (ther than Zork & co, of course). I'm not sure how that is an argument.
 
Heh, I do the same, Beelzebud. I just read so much faster than people talk, so usually voice acting is just a distraction. Unless it's for key dialog with good voice acting.

Ilosar said:
I also read books, so what do I know?
Books don't involve visual component beyond the text. Video games do (ther than Zork & co, of course). I'm not sure how that is an argument.

I'm not sure you actually understand his point.
 
There is obviously a point in the middle of the road to be reached. I can't say a fully-voiced game troubles me as a player, and I can't say a non-voiced game would trouble me either, but Fallout 1&2 did perfectly well with key characters being voiced - and guys, what voice! I had Marcus in mind during my reading of this article.
 
Sub-Human said:
So true. I can just imagine what the NPC sounds like anyways. And at least I don't have to bear bad voice actors.
Not to mention some people REALLY don't have the skill for it. Not when it comes to games. For some reason in Metro33 they used a voice that is usually used in historic narration with Guido Knopp (for those which know it).

It was awful in my eyes. The "forced" accent by a German trying to talk like a Russian who is trying to talk German ... was just simply not tolerable for my ears.

Thank god, the game was multilingual. So it was easy to switch over to the english voices which have been at least somewhat better.

I wish they would not do so much voice acting in PC games today. It many times does not serve any purpose if you ask me. To much is simply to much. Not to mention they have to cut dialogues for it and it takes a huge space on the DVDs. Are games really better because every peasant and farmer has a voice now? I don't think so.

Fallout 1 and Baldurs Gate did it very nicely in my eyes without giving every hobo a voice.

Beelzebud said:
I don't know about anyone else, but every time I play an RPG that is fully voice acted, I always end up reading the subtitles and skipping the voice dialogue.
same here. Most of the time the voices simply don't match to the tune or situation. I understand the reason why that happens (voice actors most of the time don't even have access to all parts of the game, things get done during development, sometime without scripts etc. and so on ...). But still. Does not mean it sounds better because of that.

But as BN said. Good voice acting is always a plus.
 
I think they should stop using big name actors and instead save money and getting real voice actors, and limit them for important characters.
 
Beelzebud said:
I don't know about anyone else, but every time I play an RPG that is fully voice acted, I always end up reading the subtitles and skipping the voice dialogue.

I also read books, so what do I know?
LMAO, so true. Clickclickclick. I often read the subtitles even in PnC adventures. It's such a time saver. I just don't have the patience to listen when I know that I can read the text twice as fast to get to the juicy parts faster. There are few good voice actors worth listening to anyway.
 
@ the title: ORLY?

Didn't read the news yet. :P

Beelzebud said:
I don't know about anyone else, but every time I play an RPG that is fully voice acted, I always end up reading the subtitles and skipping the voice dialogue.
Too true.
 
here is the problem.

write a 500 page paper.

now once you finish writing it, you only get 1 week to clean up the verbiage.

the problem is that with voicing a game, the script has to be locked down so early in the process that it really detracts from last minute changes/modifications to clean it up and make the dialogue better.

i like the way fallout did it.

main story and such are voiced, little garbage isnt.

but that allows for the possibility that the little garbage will end up higher quality than the main stuff.

its a trade off. the longer your writers have to clean up and review their writing, the better it will be.

would you rather have higher quality writing, or hearing the words spoken.

its not like your writers are also programming the engine or mechanics or tweaking code.

thats all they are doing generally. dialogue.
 
What, Rowan Kaiser voices an opinion that's not utter garbage?
O the humanity...
Yeah, I agree. Fallout did it very well, with a few good voice actors for key persons.
Thanks to Richard Dean Anderson I was never able to kill Kilian.
 
It's not about cleaning up the text, it's about playtesting. Writters usually aren't QA, level designers and writters at the same time. In RPGs you'll often find you didn't account for a specific player choice and you'll need to write more text, or change some text you've already written. THERE is the problem with VO in terms of production.

In terms of gameplay, they are good in most games, and they have their place in RPGs, just not everywhere.

Unless they are phenomenally good, like in Bloodlines.

Though I remember playing a game with better voice acting and character animations, but I don't remember which. Nothing beats Bloodlines.
 
Morbus said:
Writters usually aren't QA, level designers and writters at the same time.

Maybe not in big studios, but in slam dunk ones I'm fairly sure they often are.
 
and a small scale studio wont really have a lot of money to throw around at VO.

plus they would probably be doing digital distribution and that would mean smaller game size means less overhead.
 
UniversalWolf said:
The voice-acting in Bloodlines is pretty great, though. It can be done exceedingly well.
Yeah, this is a good example. But in most (rp) games I actually find fully voiced dialogue distracting because I'd rather read it. It's much faster but I have trouble reading ahead if the same text is said aloud by the character at the same time.
 
"Voice acting in RPGs may be more trouble than it's worth"

Water is wet, grass is green. It took only how many years to come to this conclusion? :P

There are not enough positive sides to justify voice acting in games. Ambient voices, ofcourse, but please let me just read your text. kthxbai
 
you know what the next incarnation of VO in games is right?

they will eliminate the text entirely so all you have is the VO.
 
Text will be added through "fansub" mods, which will be full of obvious typos and errors.
 
Back
Top