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Video Game Actors Say They Don't Get Their Due

Dekortage writes "The New York Times reports today about Michael Hollick, the actor who provided the voice of Niko Bellic in Grand Theft Auto IV. Although the game has made more than $600 million in sales for Rockstar Games, Hollick earns nothing beyond the original $100K he was paid. If this was television, film, or radio, Hollick and the other GTA actors could have made millions by now. Hollick says, 'I don't blame Rockstar. I blame our union for not having the agreements in place to protect the creative people who drive the sales of these games. Yes, the technology is important, but it's the human performances within them that people really connect to, and I hope actors will get more respect for the work they do within those technologies.' Is it time for video game actors to be treated as well as those in other mediums?"

573 comments

  1. Keep fighting, but be realistic by suso · · Score: 5, Insightful

    Yes, the technology is important, but it's the human performances within them that people really connect to, and I hope actors will get more respect for the work they do within those technologies.'

    I respect the work that these people do, but come on. I think this guy might be stretching it a bit. People don't buy video games for an actor in the same way they go see a movie for an actor in it. It is a completely different medium. Besides, voice actors in video games right now are pioneers. They will have to fight for a while before they get the recognition and money that they expect. Just like Hollywood actors did.

    1. Re:Keep fighting, but be realistic by DrLang21 · · Score: 5, Insightful

      What about all of the creative programmers that create the interaction that drives the sales of these video games? What about their millions of dollars?

      --
      I see the glass as full with a FoS of 2.
    2. Re:Keep fighting, but be realistic by Fumus · · Score: 4, Insightful

      Maybe more gamers are like me. I buy games for their content. Why the hell would I bother to even look up who did some character's voice?
      It's the same with films. I don't give a rat's ass about who plays which role. I just watch the damn film and enjoy it or not. I don't even know more than ten actor names. I just don't care enough.

    3. Re:Keep fighting, but be realistic by Spy+der+Mann · · Score: 1

      What does that have to do with keeping a small percentage?

    4. Re:Keep fighting, but be realistic by hansamurai · · Score: 5, Insightful

      Exactly, I bet per hour this guy made a ton more than any of the programmers on the team. If this game took three years to make they each could have pulled in 200k I'm sure but how many hours is that? 40 a week? 60 a week? 80 a week at crunch time?

    5. Re:Keep fighting, but be realistic by Dan667 · · Score: 4, Insightful

      Completely agree. Voice actors are a dime a dozen, but I am surprised there are not more rock star Programmers gaining fame like Carmack. The Programmers are the ones that make the entertainment in this medium and they should get their due and accolades.

    6. Re:Keep fighting, but be realistic by Jaysyn · · Score: 3, Insightful

      Exactly, you're a (non-singing) voice, get over yourself.

      He's bitching about getting paid 100k for speaking lines that he didn't write to begin with into a mike. What a fucking tool.

      --
      There is a war going on for your mind.
    7. Re:Keep fighting, but be realistic by morgan_greywolf · · Score: 1

      People don't buy video games for an actor in the same way they go see a movie for an actor in it.
      Yes, but isn't that begging the question? (first correct usage of beg the question! :P) The actors are saying that they aren't getting enough money, but they're also complaining they're not getting enough credit -- they don't highlight the actors the way they do, say, on a movie DVD box.

    8. Re:Keep fighting, but be realistic by hackstraw · · Score: 5, Informative

      What about all of the creative programmers that create the interaction that drives the sales of these video games? What about their millions of dollars?

      Yeah, everybody is entitled to life + 100 years of profit from every piece of work that they do. Thats what I get, don't you?

      The thing is that the guy can't say this after the fact. If he wants a cut, then that needs to be in writing before he accepts the job. I mean, $100k is not bad for what I would imagine is a part time job for a while. I don't know the game, so I don't know the scale of his dialog skills in it, but I doubt it was 2,000 hours of work over a year of time (1 FTE in manager speak).

    9. Re:Keep fighting, but be realistic by suso · · Score: 4, Insightful

      Right, the only games where you really connect with the actor playing a character is when the game is based on a movie. And then its annoying when its not played by the same actor.

    10. Re:Keep fighting, but be realistic by tero · · Score: 1

      If I could I'd mod you up. Instead I'm going to post a "meetoo"

      That "creative artist" is way of line, sure they probably make great things happen with their voices and the game is probably much better product because of that.. but in the end the voice actors are just such a small piece of the cake, so many others deserve to get their millions first.

    11. Re:Keep fighting, but be realistic by suso · · Score: 3, Funny

      they don't highlight the actors the way they do, say, on a movie DVD box. Last time I checked, my copy of Shrek 2 had a picture of a two green ogres a donkey and a cat on it, not Mike Myers and Eddie Murphy, Cameron Diaz and Antonio Banderas
    12. Re:Keep fighting, but be realistic by Cowardly+Anonymity · · Score: 5, Insightful

      Agreed. While in some sense video game voice acting is similar to animated films (especially with all the "ordinary" talk that is on GTA4), it's not exactly the centerpiece of the game. It's the animators, the game designers, and the programmers that create the bulk of the rest of the game, since games are interactive, rather than the almost half-half split that you see in movies: half acting, half animating. So for the amount of work he does and for the part that he plays in the creation of the game, Hollick gets paid pretty well compared to the other people working on it. Maybe actors and programmers could broker a deal that if a game breaks a certain threshold of sales, they would start getting small percentages of the profits above threshold?

    13. Re:Keep fighting, but be realistic by Divebus · · Score: 4, Insightful

      If there was a percentage option, most people would look at video games and say "I'll take my money up front, thanks" and be bitter about their poor choice after the project hits paydirt.

      --

      Most of the stuff on /. won't survive first contact with facts.
    14. Re:Keep fighting, but be realistic by Cowardly+Anonymity · · Score: 3, Informative

      Hmm...in retrospect my statement about '"ordinary" talk' is confusing. By that I mean the everyday chatter you hear on the streets, the lines Niko yells out when he hits a pedestrian, etc.

    15. Re:Keep fighting, but be realistic by morgan_greywolf · · Score: 2, Insightful

      Good point, but what do you see onthis Shrek 2 poster? And flip that DVD over, what's on the back?

      Now what do you see on your copy of GTA4?

    16. Re:Keep fighting, but be realistic by b96miata · · Score: 4, Insightful

      The game industry learned from the past mistakes of film and never let them reach that level.
      Also, all due respect to your angry unappreciated programmer 'tude, but frankly they're not.

      They're just one piece of a big puzzle. This isn't the 80s when squeezing a few extra polygons on the screen meant the difference between 12 and 40. Most of the type of work that the "rock star" people did back in the day is now handled by Engineers at ATI and NVIDIA, with some finishing touches by the DX team. Lately, with shaders to be written and what not, it's coming back a bit, but on the big console games more times than not they're using an engine that has most of that done already. (if you want to laud someone for the looks of GTA, check the credits for rockstar's ping pong game)

      I'd argue modellers/graphic artists are just as important, and on a game like GTAIV, story writers are a big piece of the picture.

      They could have had anyone with a decent eastern-european sounding accent and good delivery voice Niko. It's the situations he was in that made the game interesting.


      *note: this is coming from someone who makes a living writing software, so I'm not just tearing down people's contributions out of spite for the profession or anything.

    17. Re:Keep fighting, but be realistic by Kamokazi · · Score: 1

      I would imagine GTA IV would sell millions whether or not he sounds like a douchebag. Now if Tom Cruise acted like a douchebag, should he be entitled to millions? Oh, wait...

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    18. Re:Keep fighting, but be realistic by rickkas7 · · Score: 5, Interesting

      The guy made $ 1,050 per day for about 95 days over 15 months to make about $ 100,000. Software developers probably made more than that in 15 months, but they had to work about 325 days. I'm feeling no sympathy.

    19. Re:Keep fighting, but be realistic by elrous0 · · Score: 5, Funny

      He had better be careful. Rockstar might just decide to kill him and get their money back.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    20. Re:Keep fighting, but be realistic by raddan · · Score: 4, Insightful

      Not to mention-- even if he gets royalties, it's probably not going to be the same kind of sweet deal that actors get. Video games are different than movies in one important respect: a good movie will continue to sell indefinitely, and this is where royalties really pay off. This is rare for a video game. Even if you want to keep playing the game, you have to deal with obsolescence of the hardware and software. MicroProse's F-19 Stealth Fighter was one of my favorite all-time games. Assuming if I can get it to run correctly in an emulator, forget about hooking up my old Gravis Analog joystick-- I don't even have a port for it on my computer anymore!

    21. Re:Keep fighting, but be realistic by CastrTroy · · Score: 5, Insightful

      Back when John Carmack gained his fame, entire video games were produced by 3-4 people. It was entirely possible for the bulk of the work to be done by a single person. That is how they gained their fame. They did it all themselves. Now, with the complexity of games, it's impossible to do it all on your own. Therefore, it's impossible for somebody to claim all the credit, and impossible for anybody to become a superstar, just because they worked on a bunch of games. Also, there are no new video game guys, because the old guys are still going strong. Miyamoto, Carmack, Sid Meier, are all still producing games. GTA IV may sell a lot of copies, but it's still not a great game. I'm not sure if anybody will still be playing it 10-20 years from now. It will probably be forgotten about a week after GTA V comes out.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    22. Re:Keep fighting, but be realistic by Theoboley · · Score: 0

      I Disagree with this comment. Video game actors deserve their due just as much as any other actor does. I mean, actors doing voice overs still get paid millions of dollars for doing a Disney/Pixar movie don't they? How is that any different than what's being done in the video game industry? Mr. Hollick has a valid point.

      --
      Stupidity only gets you so far, then you've gotta try
    23. Re:Keep fighting, but be realistic by grumbel · · Score: 1

      Yep, and one also has to keep in mind that the voice actor is only a small part of what makes the character. You also have the artists that designed the character, the artists that created the 3d model, those that animated it, then maybe a stunt guy that did the motion capture for it and then sometimes even a special guy for the lip syncing and facial animation.

      $100k sounds like a pretty good pay for just recording the dialog.

      That said, I wouldn't mind if all those people involved got a share of the money that gets made, but its not like $100k is a rip off.

    24. Re:Keep fighting, but be realistic by Critical+Facilities · · Score: 5, Informative
      That's it exactly!

      This guy has the nerve to complain that he was ONLY paid $100k to essentially do voice over work. Apparently, he has absolutely no frame of reference for the entertainment industry (or at least, no frame of reference that's grounded in reality). Furthermore, the comparison in the article which says:

      Had this been a television program, a film, an album, a radio show or virtually any other sort of traditional recorded performance, Mr. Hollick and the other actors in the game would have made millions by now.


      That is such crap. By that rationale, eveyone who had ever done voice-over work for documentaries, or was a guest on a radio show would be a millionaire. The problem here is that this person a) maybe didn't negotiate well at the onset of the project and b) is confusing the success of the game with his success. These games didn't succeed and become wildly popular BECAUSE of this person's voice (or simulated gait for crying out loud). Rather, this person gained popularity due to the game's success (due to the design, art work, marketing, R&D, etc etc). This just sounds like a whiney guy who can't find other work....maybe because he isn't that great as a "voice actor".

      By the way, before you flame me or mod me troll, I am a composer for TV and movies, and am fully aware of each deal I enter into. If I make a choice to negotiate a set price for a project, and that project subsequently takes off and becomes wildly successful, I have no one by myself to blame for not negotiaitng a piece of the back end and making sure I get residuals/royalties. This guy need to learm the business if he's going to progress any further.
    25. Re:Keep fighting, but be realistic by xSauronx · · Score: 1

      TIE Fighter was one of my faves *nostalgia* God, i wish theyd do it again. It could be beautiful and played over the internet with ease (dont mention XvsT in the era of dial-up). Id buy that and a rig to play it on, i bet.

      --
      By and large, language is a tool for concealing the truth. -- George Carlin
    26. Re:Keep fighting, but be realistic by LingNoi · · Score: 0

      Interesting because the games companies I've talked to say that 70% of the game is written by one lead programmer.

    27. Re:Keep fighting, but be realistic by CmdrGravy · · Score: 2, Insightful

      I think a better way of looking at this is to say the amount that the guy was played for this game is about right and any other actors charging millions to do voice overs are far too expensive.

      After all if this guy thinks he's worth millions of pounds then he's free to audition for Shrek 8 or whatever.

      The way I see it his creative input in the game was minimal, he just turned up did his bit and left so by his reasoning everyone should be on a huge cut of the whole, the tea ladies, the cleaners, the receptionist, everyone.

    28. Re:Keep fighting, but be realistic by Lumpy · · Score: 3, Funny

      Exactly, I say to these actors.... A GREAT BIG WAHHHH.

      read your fricking contract before you sign it.

      --
      Do not look at laser with remaining good eye.
    29. Re:Keep fighting, but be realistic by tmalone · · Score: 3, Interesting

      Video games are starting to sell like movies. Just look at Final Fantasy. How many times is Square going to trot out the old games? Now, there weren't voice actors in those games, but it does show that older titles do have value. Lunar, originally for the SegaCD was later re-released on the Saturn, and later still on the PS1. That game had lots of voice acting. I wonder who got the money for those releases?

      If the video game industry wants to be taken more seriously, they should start taking their product more seriously. That means respecting the talent that actually creates the games. Programmers shoulld get paid like writers. They need to have a guild. The head of the team should probably be considered the director or producer. As actors become more and more integral to the success of a game,they should be paid like any other actor. Games will never be "art" until the people who make them start considering them to be art.

    30. Re:Keep fighting, but be realistic by bubulubugoth · · Score: 0

      Kudos brother...

      X-wing is the best game so far for me... that free for the fight, was amazing... u can wonder off the battle, decide what to do... and a lot of keyboard controls to simulate...

      I wish they re-made it, in this internet era, a Starwars internet only piloting would be amazing...

      --
      Â_Â
    31. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      The voice acting is a large and growing part of video games. While nobody would buy a game based on the voice acting alone, it does play a role. The GTA franchise, starting with Vice City, showed to me that quality voiceovers made a welcome improvement to the experience.

      You don't care about the actors in the movies you watch? What about the musicians in the bands you listen to? The chefs in your restaurants? The athletes in the sports you watch?

      Are you even aware that there's a difference between the Berlin Philharmonic and your local community orchestra? Or Jack Nicholson and the troupe at the nearby theater? Would you rather watch the scrubs at the park play pickup or go see LeBron?

      I choose which video games I play based mostly on who made it. I buy games from developers I know are good, based on my previous experience.

    32. Re:Keep fighting, but be realistic by sabre3999 · · Score: 1

      I'll agree with this, though I'll have to add in a caveat... Sometimes, I hear game VAs and recognize their unique voice. Like the guy who voiced Megabyte from ReBoot or the VA for Tassadar from StarCraft. Not saying I know them by name, but their voices stand out as significant because they performed their roles well. Maybe it's just me, but if you listen you can pick up a bunch more of them. And I love arguing over it with friends. Makes for great conversation if they can pick up on them.

    33. Re:Keep fighting, but be realistic by b96miata · · Score: 1

      I'd argue that GTA III was genre-defining in the same way say, SimCity was. I've certainly gone back and played it plenty.

      In fact, if I have a capable console kicking around 10 years from now, I could see myself playing IV again, just as I've played Super Mario 64 through multiple times.

    34. Re:Keep fighting, but be realistic by TitusC3v5 · · Score: 1

      While this may be true in most cases, there are those voice actors for games who really stand out. Steve Russel and Terry Brosius from Looking Glass Studios always did superb work, and I always knew the voice acting was going to be top notch whenever I saw them listed on a game. More recently, Patrick Stewart and Sean Bean did some superb voiceovers for Oblivion.

      Then again, I'm probably an anomaly, since I've never seen a movie simply because a certain actor was in it.

      --
      And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
    35. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 5, Funny

      Interesting because the games companies I've talked to say that 70% of the game is written by one lead programmer.
      Intersting because the people I've talked to say that 99% of what LingNoi says is made up on the spot
    36. Re:Keep fighting, but be realistic by drerwk · · Score: 1

      By that rationale, eveyone [sic] who had ever done voice-over work for documentaries, or was a guest on a radio show would be a millionaire. Wouldn't that actually be true for documentaries and shows making $600 million in the first three weeks of release? I don't have much sympathy for him. I wrote games in the early 80s and my cut was 22% net. Unfortunately, I was selling only 20,000 copies with a best seller. By the 90s it was near impossible to get 1%, probably because the team size had gone from 2 to 30.
    37. Re:Keep fighting, but be realistic by tRANIS · · Score: 3, Interesting

      100k for some voice work is pretty damn good.
      If hes whining because he didn't do his contract right, so what.

      And from the developers view, I would only pay the voice actors like this, makes sense. Your the one taking the financial risk of 100s of millions downs the tube so its your reward. Now if you wanted to give bonuses based on sales thats your own egg, but it would keep things like this from happening.

      --
      Oh wait was I supposed to say something witty here?!?
    38. Re:Keep fighting, but be realistic by denttford · · Score: 1
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      Leben Sie jetzt die Fragen.
    39. Re:Keep fighting, but be realistic by somersault · · Score: 1

      I knew what you meant :p

      I wouldn't call acting in movies even 50% of the movie either. Sure it is a lot of the final content, but the time taken to act out the scenes would be nothing to the time that is put into modelling, skinning and animating them, not to mention any music and other sound effects that are needed.

      --
      which is totally what she said
    40. Re:Keep fighting, but be realistic by Caine · · Score: 1

      Most of the type of work that the "rock star" people did back in the day is now handled by Engineers at ATI and NVIDIA, with some finishing touches by the DX team. Lately, with shaders to be written and what not, it's coming back a bit, but on the big console games more times than not they're using an engine that has most of that done already.

      I see you have a firm grasp of game development, especially console games.

    41. Re:Keep fighting, but be realistic by Oktober+Sunset · · Score: 1

      Supply and demand, Tom Cruise makes millions cos lots of people want Tom Cruise in their film, and there's only 1 to go around.

      Rockstar didn't want Michael Hollick, they wanted 'any shmuck who can do a decent voice' and there are plenty of those about, if this nobody guy has demanded millions, he would have been kicked out and replaced. I bet they could have found someone who would have done just as good for even less.

      Hollywood actors don't give a shit that the creative talents of special effects guys or camera crew don't get rewarded with millions, if this guy wants fairness, why doesn't he complain about all the rest of the production crew not getting an equal share? Fact is, he's just another greedy wannabe celebrity.

    42. Re:Keep fighting, but be realistic by coleblak · · Score: 1

      Actually, I have bought video games due to a voice actor being in it. I haven't bought every game she's been in but I've bought a handful I wouldn't have normally bought because she was in it and it tipped my interest scale off apathetic. Jennifer Hale for those wondering. And watched some shite cartoons she was in.

      --
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    43. Re:Keep fighting, but be realistic by Smidge204 · · Score: 1

      a good movie will continue to sell indefinitely That hasn't been true since the invention of home-watchable recorded media. Of course, the industry would LOVE to make sure that you have to buy the movies over and over again (DIVX anyone?) but the fact is once you own a physical copy of the movie, you own it. Once you buy a physical copy of the video game, you own it.

      And to be honest, I'm not sure your assertion was true even before home-watchable recorded media.
      =Smidge=
    44. Re:Keep fighting, but be realistic by Rogerborg · · Score: 4, Insightful

      IME, lead programmers tend to believe that they write 70% of the game themselves. It's a role that requires a certain amount of Messiah and/or Martyr Complex.

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    45. Re:Keep fighting, but be realistic by Rogerborg · · Score: 1

      I respect the work that these people do,

      Ya, and I respect Britney Spears' artistic integrity. They're meat puppets. That's like praising a paralegal for correcting the punctuation in a contract that her boss drew up. Sure, someone has to do it, but pretty much anyone could.

      I think Guy Who Says 'Previously On Heroes' Wishes He Was Guy Who Says 'Previously On Lost' sums it up nicely.

      --
      If you were blocking sigs, you wouldn't have to read this.
    46. Re:Keep fighting, but be realistic by moankey · · Score: 2, Insightful

      Well there are a few issues regarding this. Do actors and people in Hollywood get paid too much for what they do? Sure! But its what they were able to negotiate and what the business side agreed to, sometimes bitching and moaning but both sides are making big bucks.
      Do the production crew, programmers, and creative team deserve this too? Absolutely! Do they get it? No, because they were not able to negotiate this and accepted what was given to them.

      Its no wonder that thousands flock to Hollywood each year, not only for fame but the fortune got from doing as little as possible for maximum gain.

      Reminds me of the old adage where a business man and inventor. The inventor sells his gadget to the business man for $100K. The inventor says to his colleagues, hah! I would have taken $10K!
      The businness man goes back to megacorportation with the device and says, hah! I would have paid up to $1 million.

    47. Re:Keep fighting, but be realistic by Lord+of+Hyphens · · Score: 1

      More recently, Patrick Stewart and Sean Bean did some superb voiceovers for Oblivion. Yeah, but there's only around five minutes of Patrick in there.
      --
      "I've spent my whole life figuring out crazy ways to do things. It'll work." -- Montgomery Scott, "Relics"
    48. Re:Keep fighting, but be realistic by sfmarco · · Score: 2, Insightful

      I actually never understood why actors are sharing profits. How did this ever happen? It's not that the actors are investing a large sum of money.

      Even actors in a commercial is getting a bonus every time a commercial is shown! It's not that they did not get paid initially.

      I can even take it to the recent writers strike. When I write code for a software company, should I get a recurring income on every copy of the software sold?

      So we see these unions are very powerful. Anybody up to start the Software Programmers Union and squeeze some profits for 'our people'?

    49. Re:Keep fighting, but be realistic by Rogerborg · · Score: 1

      Interesting that you focus on graphics, when that's such a small part of the overall codebase for a typical game. Nobody ever gives props to the guys who do the UI, sound, input, network, logic, script engine and serialisation. I'm pouring out some 40 for my forgotten homies in the West Side Collision Detection Krew.

      --
      If you were blocking sigs, you wouldn't have to read this.
    50. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Considering I turn their annoying voices off whenever possible, he can go fuck himself and his plan to raise the price of games to three digits.

    51. Re:Keep fighting, but be realistic by b96miata · · Score: 1

      I see you have a firm grasp of making statements with evidence to back them up, especially on slashdot.

      Console games are increasingly moving to engines. They have been for some time. Take for instance the title this article's about - from wikipedia:
      "The game uses Rockstar's own RAGE game engine, which was previously used in Rockstar Table Tennis, in combination with the Euphoria game animation engine."

      Games are no longer defined by the stunning graphical advancements made by one genius programmer. *Especially* games like the GTA series. Theirs was at least an in-house engine. The Unreal engine powers a ton of stuff these days. Do you really think every company goes out and reinvents the wheel every time as was common in the DOS era?

      As console gaming becomes a bigger and bigger market, you're likely to see more of this. It lets games be produced more cheaply, keeping the need for a brilliant dev team on each one down, which companies like EA et al. love because it lets them lean on their devs more, as they're more replaceable than they were in the past.

    52. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Does the administrative assistant at a law firm get a share of the profits if the firm does really well? Or the hamburger flipper at your local fast food joint? Anybody who is hired to do a job isn't entitled to a share in the profits unless they share in the risk, or have the bargaining power due to one's particularly unique contributions to negotiate a share.

      In this regard, the voice actor is no different from anybody else paid to do a job. In fact, even A-list actors are no different - the reason they can negotiate/make million(s) for a film is that they do bring something special to the table. Their name on the movie posters by itself affects how much the film will bring in. There's also the scarcity issue, in that if you have a role written for Bruce Willis or Scarlett Johansson, there's only a handful of equivalent actors having the same draw that you could replace them with.

      I don't feel any sympathy for this guy. In the end, he was paid very well for the services he provided. Just because the game made a sh*tload of money doesn't mean he deserves anything extra.

    53. Re:Keep fighting, but be realistic by Junks+Jerzey · · Score: 1

      More than just programmers. There were dozens and dozens of people working for YEARS to make GTA IV. That includes designers, artists, programmers, writers, tool programmers, audio engineers, etc.

      A voice actor comes in and does recording for a couple of days to a couple of weeks, which is so irrelevant in terms of overall work involved.

    54. Re:Keep fighting, but be realistic by Junks+Jerzey · · Score: 1

      Voice actors are a dime a dozen, but I am surprised there are not more rock star Programmers gaining fame like Carmack.

      That's because the average game has 20+ programmers working on it. GTA IV likely had triple that. There isn't one superstar, but lots of specialists.

      Carmack gained fame back in the day when one programmer made a huge difference.

    55. Re:Keep fighting, but be realistic by Guysmiley777 · · Score: 1

      A lot of studios have deals set up where developers get a royalty payment from the sales of the game.

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    56. Re:Keep fighting, but be realistic by mpe · · Score: 1

      This guy has the nerve to complain that he was ONLY paid $100k to essentially do voice over work.

      Over 15 months, which equates to $80k per annum, quite possibly without this being the only job he was doing at that time.

      Apparently, he has absolutely no frame of reference for the entertainment industry (or at least, no frame of reference that's grounded in reality).

      Which is all too common with the entertainments industry!

      By that rationale, eveyone who had ever done voice-over work for documentaries, or was a guest on a radio show would be a millionaire. The problem here is that this person a) maybe didn't negotiate well at the onset of the project and b) is confusing the success of the game with his success. These games didn't succeed and become wildly popular BECAUSE of this person's voice (or simulated gait for crying out loud). Rather, this person gained popularity due to the game's success (due to the design, art work, marketing, R&D, etc etc). This just sounds like a whiney guy who can't find other work....maybe because he isn't that great as a "voice actor".

      It's only a minority of actors who are paid "royalties" in the first place. Typically actors, like other people, are paid for the work they actually do.

    57. Re:Keep fighting, but be realistic by actiondan · · Score: 4, Insightful

      I mean, actors doing voice overs still get paid millions of dollars for doing a Disney/Pixar movie don't they? How is that any different than what's being done in the video game industry?


      It's different because those actors being paid millions by Disney/Pixar are _already famous_ - Disney/Pixar think that by having them working on the film, they will get bigger audiences and sell more DVDs.

      This guy's name on the credits won't sell any more copies of the game so he is paid for the work he does rather than the value of his personal 'brand'

      If he wanted more, he should have demanded it before he signed the contract but he didn't because he knew that if he did, they just would have got someone else to play the role.
    58. Re:Keep fighting, but be realistic by Hojima · · Score: 4, Insightful

      Then you also have the fact that it took years of time and money to have the skill to be able to do those essential tasks. I honestly hate the fact that actors feel like they deserve more for doing less.

    59. Re:Keep fighting, but be realistic by mpe · · Score: 1

      Hollywood actors don't give a shit that the creative talents of special effects guys or camera crew don't get rewarded with millions, if this guy wants fairness, why doesn't he complain about all the rest of the production crew not getting an equal share?

      Do stunt doubles of star actors get royalties? These people often have to work very hard.

    60. Re:Keep fighting, but be realistic by somersault · · Score: 1

      not a great game I really liked the original Civilisation game, but I haven't played any in the series since then. Likewise Quake I was a great game, but I haven't been that interested by subsequent versions (I did buy 3 and play it a lot, tried out mods, making my own weapons etc, but if I was going to play old school deathmatch today, I'd still choose Quake I).

      GTA was a good idea and they keep making it better. Of course, Two was quite similar to One, and Four is quite similar to Three. The main improvement from 3 to 4 is the multiplayer, rather than a change in the single player gameplay. San Andreas was a lot more experimental and probably was slightly more fun overall, but with 4 they had a lot to do, and by moving the game back to Liberty City I guess they were showing that they were getting back to the basics. It is simpler than Vice City and San Andreas in many ways (don't have to keep track of your character's skills, weight, properties, gang respect, all that stuff), but I'm sure now that they have a solid fun 'next gen' base setup with Four, they will start experimenting again with subsequent versions. And as long as they don't just keep recycling things the way that EA do, but actually make valid improvements to the experience, I will keep buying the games. If the other GTA games didn't exist I think/hope you would reconsider whether it was 'great' or not, because I can't think of any other game that operates on such a scale in a free roaming world, and offers such a variety of gameplay all in the one package.

      If people still prefer the original Quake or Civilisation, etc to the sequels, that just shows that the sequels didn't really improve significantly on the original! Why play GTA IV if GTA V provides a vastly improved experience? For example me and one of my friends think the game would be awesome with a co-operative story mode. Why go back to playing the older games if the newer ones have a better experience? That's kind of analogous to reading hand generated news pages over a 56k connection, rather than reading /. over broadband.

      I appreciate what you are saying about the industry, and it is what put me off getting into games development - I would enjoy much more working in a small team and producing large parts of the code myself, rather than being involved in only one tiny part of a project. Lots of games these days are also just recycled trash. GTA is one of the games that still gets me hyped up though. IV was very different to what I expected, but just because V will be better doesn't mean that IV isn't a great game on its own, does it? Apologies for not being more concise, it's just that the GTA series is one of the few things I have found worth spending money on in the last 5 years!
      --
      which is totally what she said
    61. Re:Keep fighting, but be realistic by raddan · · Score: 1

      So you're saying that no one out there is still buying copies of The Good, the Bad, and the Ugly? I can walk into Wal-Mart and pick that one up, not to mention, go to Amazon and buy pretty much any movie I want. Even films like All Quiet on the Western Front, a movie made 80 years ago, where all of the people involved in the production are now dead. How is that not indefinitely, for all intents and purposes?

    62. Re:Keep fighting, but be realistic by quanticle · · Score: 1

      If the video game industry wants to be taken more seriously, they should start taking their product more seriously.

      Well, who's to say that the games industry wants to be taken seriously? Currently, a blockbuster games makes somewhere between 2x and 6x the money of a blockbuster movie. For an industry that doesn't take itself "seriously", the games industry is doing rather well.

      --
      We all know what to do, but we don't know how to get re-elected once we have done it
    63. Re:Keep fighting, but be realistic by FishWithAHammer · · Score: 1

      100k for some voice work is pretty damn good. Compared to other acting professions? No, it's not.
      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    64. Re:Keep fighting, but be realistic by Caine · · Score: 2, Interesting

      If you think that there's not major programming work to be done on each game, even if you're using an old engine as base (which basically everyone do), you're delusional.

      Games are no longer defined by the stunning graphical advancements made by one genius programmer.

      You'd be suprised how often they are. Epic (who makes the unreal engine, used by many games) had at least until recently (don't know about now) about 40-50 employees in total. And by the way, I've said nothing about graphical programming alone.

      Noone's arguing artists, designers and story writes aren't very important, but if you think the programming is "now handled by Engineers at ATI and NVIDIA, with some finishing touches by the DX team" you are so laughably wrong I don't know what to say.

    65. Re:Keep fighting, but be realistic by NekSnappa · · Score: 1

      Work for hire - 'Nuff said

      --
      I want to shoot the messenger!
    66. Re:Keep fighting, but be realistic by FishWithAHammer · · Score: 1

      If people still prefer the original Quake or Civilisation, etc to the sequels, that just shows that the sequels didn't really improve significantly on the original! Or they're stuck-in-their-ways luddites. Later editions of Civilization are far deeper, more challenging, and more fun than the original, and most of the people I've heard whine that "the original was better" haven't bothered to actually play new releases.
      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    67. Re:Keep fighting, but be realistic by mpe · · Score: 1

      Last time I checked, my copy of Shrek 2 had a picture of a two green ogres a donkey and a cat on it, not Mike Myers and Eddie Murphy, Cameron Diaz and Antonio Banderas

      If well known actors providing the voices in an animated movie don't get on the box what chance has someone who is much less well known.

    68. Re:Keep fighting, but be realistic by quanticle · · Score: 1

      Just playing devil's advocate here, but the same thing could be said (arguably) of movies. There's all the set designers, costume designers, makeup people, camera operators, editors, graphic effects people, etc. who also work for years and put in more effort than the actors but don't get the same pay.

      --
      We all know what to do, but we don't know how to get re-elected once we have done it
    69. Re:Keep fighting, but be realistic by Johnny5000 · · Score: 1

      If there was a percentage option, most people would look at video games and say "I'll take my money up front, thanks" and be bitter about their poor choice after the project hits paydirt.


      For GTA4? This was the most anticipated game in a long time, and the last few GTAs were huge hits.
      If there was a percentage option, I'm sure he would have jumped at it.

      For most games, maybe not. But everyone knew GTA4 was going to be huge.
      --
      The libertarian solution to the failures of capitalism is to apply more capitalism til the failures are fixed.
    70. Re:Keep fighting, but be realistic by KevinKnSC · · Score: 5, Insightful

      Well, the question then is whether video game voice actors are underpaid, or whether other acting professions are grossly overpaid.

    71. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      Exactly, I bet per hour this guy made a ton more than any of the programmers on the team. If this game took three years to make they each could have pulled in 200k I'm sure but how many hours is that? 40 a week? 60 a week? 80 a week at crunch time?
      When you pay an artist, you're paying for the enormous amount of hours it takes outside of the recording or performance.

      This actor didn't just show up and read a bunch of lines. He worked for years on this trade. Also, if you estimate that programmers made $200K over the course of the game's development, that's still twice what the star of the game made.
    72. Re:Keep fighting, but be realistic by Clockwork+Apple · · Score: 3, Funny

      Yeah, and what about us players who actually install and load the software and then provide the input required to allow the game characters to do the things needed to showcase the work of the animators, programmers, voice actors etc. When do we gat paid?

      C.

      --
      "Doctor, it's not the voices I hear in MY head, but the voices I hear in YOUR head that really frighten me."
    73. Re:Keep fighting, but be realistic by somersault · · Score: 1

      Yep. While I enjoyed games like the original Settlers and Civilisation a lot, I also realised that I prefer more action oriented games rather than ones where I'm just managing resources. I know I could get into those games if I took some time to do so, but I'm the kind of guy that gets pissed off watching the little soldiers run around in RTSes etc, because I know if I were that little soldier I'd f*ckin STRAFE instead of just standing still or running straight towards the enemy, that kind of thing :p I've always been more of a worker than a manager (despite my title being 'IT Manager', in a 1.5 man department that doesn't mean much :p )

      --
      which is totally what she said
    74. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      Do the production crew, programmers, and creative team deserve this too? Absolutely! Do they get it? No, because they were not able to negotiate this and accepted what was given to them.
      This is what a union does for its members. It fights for a bigger slice of the pie. If you're a programmer and you don't like seeing your idiot suit-wearing bosses making more than you, negotiate collectively through a union.
    75. Re:Keep fighting, but be realistic by tmalone · · Score: 1

      I think they'd like to be considered art, which is easier to defend against accusations of exploitation and harming the youngins. I think the game industry would do well to embrace the idea of video games as a creative pursuit. It would be easier to make indroads into the mainstream as well.
      I've gotten the impression that some consider it an art, but perhaps that is just the audience wishing for it to be more accepted by the mainstream. Still, it would be easier to defend GTA for instance if you could convincingly make a comparison between it and a film like Scarface or a show like The Wire. If they start to take themselves seriously, as a creative product, then I think they'd have an easier time convincing people that things like GTA are not marketed at kids. Right now the majority of people see video games as toys.

    76. Re:Keep fighting, but be realistic by Comboman · · Score: 1
      And to be honest, I'm not sure your assertion was true even before home-watchable recorded media.

      Sure it was. Before home video, theater re-releases were common; not to mention the fact that the film makes money every time it get shown on TV. The advent of home video made it even more true. I've purchased movies on DVD for which I wasn't even alive during their theatrical release. Mediocre movies (like video games) get one shot at making money in theater and maybe another shot from home video, but truly great classic films will continue to make money (at least at a slow trickle) until they enter the public domain (even then, they can still make money for someone, just not necessarily the copyright holder).

      --
      Support Right To Repair Legislation.
    77. Re:Keep fighting, but be realistic by moderatorrater · · Score: 2, Interesting

      I believe it - the 70% that requires 10% of the effort. I've worked for a company where we had a 6 man team, and 80% of the programming was done by one man. The other 20% required much more effort, though, including debugging and extending his existing work, doing reports for it, minor fixes and changes, etc. The skeleton of the program was built by him, but the majority of the actual effort was done by others.

    78. Re:Keep fighting, but be realistic by suso · · Score: 1

      Now what do you see on your copy of GTA4? Nothing. I bought a Wii. :-D
    79. Re:Keep fighting, but be realistic by Smidge204 · · Score: 1

      They do, but in the same capacity that people still buy older video games. The only difference is that movies have a broader appeal, so the market share is potentially larger, but the fundamental mechanism is the same.

      =Smidge=

    80. Re:Keep fighting, but be realistic by DrLang21 · · Score: 1

      I wouldn't call that playing devil's advocate at all. The fact is, lead actors are often grossly over paid. People complain about CEO's making millions when a company is doing poorly under them, but think nothing of movie actors making millions when the MPAA reports diving profits due to pirating. They don't even take on major responsibility for the production (no one wrings their neck when it's a flop). For some high profile actors in certain situations, high compensation is earned because they will draw a lot more viewers and money. However, the rediculous millions they make plus royalties is not justified.

      --
      I see the glass as full with a FoS of 2.
    81. Re:Keep fighting, but be realistic by martin_b1sh0p · · Score: 1

      Mod parent up!!!

      Maybe if actors weren't paid $20 million a movie, it wouldn't cost me $40 to take my family of four to see one....and then I'd actually go to a lot more of them.

    82. Re:Keep fighting, but be realistic by maddskillz · · Score: 2, Insightful

      As opposed to the programmers who just showed up without having to work on their skills?

    83. Re:Keep fighting, but be realistic by MindStalker · · Score: 2, Informative

      Trust me perfecting the art of programming/modeling and constantly updating yourself with the new tools of the trade is at least as hard as preparing to be an actor if not harder. Sure there are thousands of low level programmers out there just as there are thousands of low level actors out there, but the creme of the crop in both spent countless hours perfecting themselves.

    84. Re:Keep fighting, but be realistic by cruelworld · · Score: 2, Insightful

      How is that different from the programmers, artists, engineers who worked on that game? Did they hire homeless hobos off the street to program it? Did they hire university graduates with years of experience? How about the guy who did the motion capture? Or the "model" they did the face textures from?

    85. Re:Keep fighting, but be realistic by Reverend528 · · Score: 2, Interesting

      Voice actors are a dime a dozen
      Believe it or not, there actually are talented voice actors in the world. People like Billy West and Hank Azaria who can do a variety of different voices. Hell, there are scenes of futurama that consist solely of Billy West talking in different voices.

      Disclaimer: I'm not saying that this GTA guy is a talented voice actor, just that they do exist.

    86. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      Last time I checked, my copy of Shrek 2 had a picture of a two green ogres a donkey and a cat on it, not Mike Myers and Eddie Murphy, Cameron Diaz and Antonio Banderas
      Yes, it's funny, but would you suggest that Shrek would have been even close to the success it was had Pixar used cheap voice acting instead of these stars?
    87. Re:Keep fighting, but be realistic by Franklin+Brauner · · Score: 1

      C'mon. You're telling me that you went to see Spiderman because of the performances?! If you respect the work that they do, then you should respect that their job is an above-the-line item that can be easily separated from the craftsman work of the below-the-line artisans that can be compared to production designers, gaffers, etc. There is a paradigm in place for large scale creative entertainment production, and the videogame industry isn't making simple Pacman anymore. Credits where credit is due, and compensation where compensation is due. (I, for one, think that Portal's magnificence is in large part due to Ellen McLain's GlaDos performance, and I think she should be compensated with backend residual payments for that excellent work).

    88. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      You missed the point of his argument. He isn't blaming Rockstar. He wants the Screen Actors Guild to fight for contract language similar to what TV and film actors already have.

      He's disappointed in his union's representation, not in the video game industry.

      And to all the techs reading, if you think actors are overpaid for a perceived small amount of work, why don't you try to do that instead of your current employment? IANAA, but I sure as hell don't think I could become a good one without an insane amount of study, practice, and performance.

    89. Re:Keep fighting, but be realistic by Richard+W.M.+Jones · · Score: 1

      The thing is that the guy can't say this after the fact. If he wants a cut, then that needs to be in writing before he accepts the job. I mean, $100k is not bad for what I would imagine is a part time job for a while. I don't know the game, so I don't know the scale of his dialog skills in it, but I doubt it was 2,000 hours of work over a year of time (1 FTE in manager speak).

      Exactly, and if he was so sure the game was going to be a big success why didn't he invest his $100K fee in Rockstar shares? That's the way to make money on the back of the profitable work of others.

      Rich.

    90. Re:Keep fighting, but be realistic by Bloodoflethe · · Score: 1

      Not only that, but voice acting jobs can be hard to come by, which means this actor may need to stretch his money further than most people realize. Depending on where this guy lives, that 100k could go pretty far or fall far short of what he needs.

      --
      "Little is much when little you need."
    91. Re:Keep fighting, but be realistic by Rashkae · · Score: 3, Insightful

      Other acting careers? YOu mean commercials? Amateur Stage Plays? Radio Announcements? Oh, wait, no, you must be thinking of the .1% who become hollywood stars? Yeah, I think 100k is damn good for an actor.

    92. Re:Keep fighting, but be realistic by drsquare · · Score: 1

      I was in Asda the other week and they were selling Goodfellas on DVD. Somehow I don't see games from 1990 taking up much shelf space.

    93. Re:Keep fighting, but be realistic by Miltazar · · Score: 1

      What about all the creative programmers behind Microsoft Office, or behind Leopard? Programmers are hired to do a job, they did it. End of story. In an ideal world they would get good royalties and share in the profits of the game they made. Unfortunately this is Earth, and its called business.

      However I agree that voice actors probably shouldn't get as much money as they think they should. As for programmers, in the end the general rule of thumb in the game industry is no matter how good you are, there is always someone ready to take your place.

      --
      "Hold! What you are doing to us is wrong! Why do you do this thing?"
    94. Re:Keep fighting, but be realistic by Freeside1 · · Score: 1

      Then perhaps he shouldn't have quit his day job at Applebee's.
      But seriously, according to his bio, he's not just a voice actor, but has also starred in numerous tv shows, and is an "accomplished" singer and musician. He shouldn't be hurting for money, unless he's an idiot and lives outside his means, which wouldn't surprise me.

    95. Re:Keep fighting, but be realistic by Bloodoflethe · · Score: 1

      Your naming needs more acronym savvy. How about the Oakland Collision Detectors or something. That would make multiple points of win: an easy-to-remember acronym and a descriptor for the personality type that works well with this line of work. Of course, it's pretty location dependent, so there may be more apt names out there.

      --
      "Little is much when little you need."
    96. Re:Keep fighting, but be realistic by Dan667 · · Score: 1

      I think you are over estimating the contribution of a corp to a project (do you love EA?). Almost all successful software projects I have seen or been a part of had one bad ass build most of it and then a ton of other people debug and add on. Without the rock star programmer the project never did well. One rock star programmer is worth 100 mediocre ones.

    97. Re:Keep fighting, but be realistic by nahdude812 · · Score: 1

      The candidate base is much broader for voice talent than other types of acting.

      High-paid movie actors need to be a good voice talent, plus they need to be attractive (not many unattractive actors bring in the big bucks), and they need to be good body actors (body language is significant).

      The simple fact is that voice talent has fewer avenues to differentiate an individual from the pack. There are lots and lots of good voice actors, very few of them have name recognition allure, and the difference between good voice acting and great voice acting isn't discernable to most folks (so why pay the extra for a great voice actor when the difference lends no real value to your project?).

      Frankly it's a lot like a professional cyclist being upset that he's not paid as much as a professional basketball player. There's so much less room for natural talent to make a differentiation, and in addition the demand, marketability, and name recognition is not nearly as high.

    98. Re:Keep fighting, but be realistic by Freeside1 · · Score: 1

      This guy need to learm the business if he's going to progress any further. Exactly, had this guy not heard to "Grand Theft Auto" before? And if not, it's still up to him to do research on the sales of the past three games of the franchise, which didn't exactly bomb.
    99. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      I wouldn't undercut the value of well acted dialogue . It can easily make an otherwise good game mediocre and vice-versa. What kind of game would Bioshock have been were it not for the fantastic performances of Atlas/Fontaine and Andrew Ryan ?

    100. Re:Keep fighting, but be realistic by Foolishstar · · Score: 1

      Back when John Carmack gained his fame, entire video games were produced by 3-4 people. It was entirely possible for the bulk of the work to be done by a single person. That is how they gained their fame. They did it all themselves. Now, with the complexity of games, it's impossible to do it all on your own. Therefore, it's impossible for somebody to claim all the credit, and impossible for anybody to become a superstar, just because they worked on a bunch of games. Also, there are no new video game guys, because the old guys are still going strong. Miyamoto, Carmack, Sid Meier, are all still producing games. GTA IV may sell a lot of copies, but it's still not a great game. I'm not sure if anybody will still be playing it 10-20 years from now. It will probably be forgotten about a week after GTA V comes out. That is right, Quake 1/2/3 required no development and was not complex..... Yeah right. John Carmack and Adrian gained fame because they paved the future for Video Games as we now know it. I think they both deserved it.
    101. Re:Keep fighting, but be realistic by Surt · · Score: 4, Interesting

      That is grossly untrue. I've worked for 3, including Blizzard, and that was not remotely true. I would guess that no single programmer has contributed more than 20% of the codebase for a AAA title in the last 10 years.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    102. Re:Keep fighting, but be realistic by nEJC76 · · Score: 1

      Is it time for video game actors to be treated as well as those in other mediums? No, its time for actors in other mediums to be treated as those in video games!
    103. Re:Keep fighting, but be realistic by hvm2hvm · · Score: 2, Insightful

      Yes, but if that 80% is something that requires skills that few people have then I think the Main Developer has the right to get most of the credit. Just like the engineers and architects get most of the credit for the buildings even if there are many other people drawing and finishing up plans and even more people actually building the thing. After the skeleton code is written anyone looking at it thinks he could have done it too but it's not like that. It takes a lot of structuring and compromising here and there, even hard decisions need to made for such works. (ex: can they ditch engine X for engine Y for the new capabilities or should they patch engine X).

      --disclaimer: I am still school and working on my programming skills and this has been my experience so far.

      --
      ics
    104. Re:Keep fighting, but be realistic by MobileTatsu-NJG · · Score: 1

      "People don't buy video games for an actor in the same way they go see a movie for an actor in it."

      While what you have said as it has stated does apply to me, I just wanted to point out that I did buy GTA4 for the complete package. I mean that I didn't just buy it as a sandbox game to drive around, I wanted to see the story, too. I wasn't hyped about the game until they released the trailers featuring Niko Bellic. Judging from all the talk I started seeing after those trailers were released, I would say the voice actor had something to do with the success of the game in much the same way that putting a famous actor in a movie brings in the dollars.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    105. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 1, Interesting

      Yes, but contractors always make more money up front because of the risk of long periods between work.

      How many 100k voice-acting gigs are there in the Video Game world? My guess is that 100k gig helped to offset the years when he makes 20k.

    106. Re:Keep fighting, but be realistic by pw1972 · · Score: 1

      I'm sure rockstar held a gun to his head and told him "Either your signature will be on this paper, or your brains."

    107. Re:Keep fighting, but be realistic by hvm2hvm · · Score: 1

      Well I really tried to play Civilisation III and I could see that it's better than the first one but I didn't like it. I didn't like the interface (maybe I'm pretentious but that's very important for me), I just couldn't get used to it. Actually the artwork in general seemed worse because in the first Civilisation everything was very clear and with a simple design. Maybe that's because I didn't play enough but like the GP post said, it had to be a lot better to make me go through another process of accommodation and learning for a game.

      --
      ics
    108. Re:Keep fighting, but be realistic by jellomizer · · Score: 1

      Unions have there down side too. As most people who teach us about unions are Unioned employees we don't often get the full picture.

      Being a member of a Untion the Actor couldn't demmand himself to have profit sharing for his work he needed to stay withing the union contract. If you manage to find a way to get better compensation from the contract you and the person who decided to pay you more will be considered union busting as the union isn't involved with the employee contract.

      It is an issue with unions that Everyone averaged gets more but not nessarly they don't get what they are worth. The high performing people get shafted while the under performing people get extra. Unions have devieated from the glory days of the early 20th centory where they were out to protect the workers. They are in it to protect themselfs and will often make contracts that benefit the union more then the workers.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    109. Re:Keep fighting, but be realistic by danikar · · Score: 1

      In a movie most of the work is done by actors, where as in a video a small percentage of the work put into the game is from voice acting. The majority is the programmers, and digital artists and so forth. Naturally in a movie actors are going to be paid more than on a video game.

    110. Re:Keep fighting, but be realistic by jmorris42 · · Score: 1

      > ... other acting professions are grossly overpaid.

      Exactly. And if they weren't so overpaid the whole Hollywood inflated price scales would get in touch with reality all the way to the box office and DVD rack at Walmart. The MPAA and RIAA would lose most of their arguments. I'm not seeing a downside. Extra bonus, if Hollywood airheads weren't so mega rich, if they were just ordinary successful people, perhaps we wouldn't have a whole parasitic industry devoted to the worship of actors and singers and millions of people who know more about Ms. Spears life than their neighbor.

      And I totally want to punch this Hollick guy in the nuts for his proposed fascist solution. No, a government monopoly[1] to threaten your employer with jail if he trys to buy services at market prices is wicked and he is a either an idiot or wicked for suggesting it. Sounds great (to an idiot) right up to the point the jobs take off for a place with a better 'business climate.'

      [1] I'm not opposed to a union or collective bargaining. But in most states it went beyond that to become government granted monopolies, where a government chartered corporation calling itself a Union is given control over a trade and has sole descretion to set prices, work rules, etc. and it is illegal to tell em to go procreate with themselves and hire anyone else. In other words, they are given such market distorting powers that even Microsoft's iron grip on their market looks weak.

      --
      Democrat delenda est
    111. Re:Keep fighting, but be realistic by zippthorne · · Score: 1

      In most of those RTS's, you can ctrl-click a point perpendicular to the enemy and your soldiers will go there, shooting at the enemy if they come into range. It's not precisely strafing, but it is tactically similar, especially if the game developers made turning an event that takes time.

      In Starcraft, for instance, one of the training levels has the soldiers actually insulting you for not using this feature. "I don't think you know what you're doin"

      --
      Can you be Even More Awesome?!
    112. Re:Keep fighting, but be realistic by BetMonty · · Score: 1

      Why the hell is it that whenever this topic comes up no one mentions the game designers? It's always programmers and artists and writers... It's like crediting Einstien's genius to his heart, liver and lungs and ignoring his brain (OK coders, maybe more like ignoring his soul, but still).

      Game designers design the world, game designers design the missions, game designers design the gameplay, game designers design the interactions the engineers implement, the game objects teh artists create and the characters the writers write dialog for... what is is that you play these games for again?

      So, where's the designer love? Where are their millions? Nowhere - they're amongst the lowest paid developers in the industry. It's ridiculous.

    113. Re:Keep fighting, but be realistic by BlueTrin · · Score: 3, Insightful

      You misundersstood economics, it is because you (not only you, but the population), are ready to pay 40 dollars to bring your family and buy DVDs at 30 dols when they are out that they get paid that much.

      By getting a known (not always good) actor they will get more money from the population, so the actor worth alot of money, in comparison the GTA voice could have be replaced by some other guy without losing 100 millions in sales ...

      --
      Don't you know it is now both immoral and criminal to think beyond the next quarterly report?
    114. Re:Keep fighting, but be realistic by Ardeaem · · Score: 1

      I respect the work that these people do, but come on. I think this guy might be stretching it a bit. People don't buy video games for an actor in the same way they go see a movie for an actor in it. I am very tempted to buy a console just to play GTA4. The only reason I am tempted to do this is because I know that the acting and writing will be superb. Rockstar gets top talent to be in the GTA games, and it makes the game so much better. Acting and writing improve gameplay in a way that most people don't recognize; Rockstar does, though, and they've made millions.

      Besides, voice actors in video games right now are pioneers. They will have to fight for a while before they get the recognition and money that they expect. Just like Hollywood actors did. Right, exactly like the Hollick is advocating!
    115. Re:Keep fighting, but be realistic by BlueTrin · · Score: 1

      Can you replace Tom Cruise, Spielberg easily ? Not really, this will affect alot the sales.

      Can your boss replace you without losing money in his business. Probably, the effect is likely to be less than if a movie producing company replaces a big name ...

      There you go ... that is why you are not being paid the big bucks and you can't negociate toe to toe with your boss. Because you can be replaced ...

      --
      Don't you know it is now both immoral and criminal to think beyond the next quarterly report?
    116. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Anyone who wants a cut of the revenue stream should buy stock in the company. It's called dividends.

    117. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      I'd never say that programmers don't have to continually work on their skills, or that they didn't work hard to get to the level they're at.

      Personally, I'd like to see everyone that worked on the game get some amount of residuals. Programmers, artists, and engineers definitely deserve it. The only difference is the actors have a union that can negotiate that for them. Maybe it's time for some sort of tech union?

    118. Re:Keep fighting, but be realistic by vimh42 · · Score: 1

      Well, one could point out that many of these people are direct employees of the company and were paid.

      However, what if some of the artwork was contracted out. To me, creative talent is creative talent, be it a modeler, texture artist, musician or voice actor. Should all the other contracted artists be paid royalties?

      Lets say for example Rockstar contracted out to an artist to create all the Cars. Should that individual be paid royalties? I say no.

      I agree that the Human performances go a long way towards driving the success of the game. But it's the game as a whole that sells, not a piece of it. I don't wish to downplay Michael Hollick's performance, I think he did a wonderful job. Had Rockstar done all the voice acting in house by people with no formal voice acting training the game may very well have suffered. But no more than if other aspects of the game not been up to snuff.

    119. Re:Keep fighting, but be realistic by dintech · · Score: 1

      in comparison the GTA voice could have be replaced by some other guy without losing 100 millions in sales ...
      For now. I imagine the EA marketing machine is hard at work planning the "Staring Brad Pitt" titles of the future. For and example, see John Madden.

      How long is it before the Tomb Raider games actually star Angelina Jolie, hmm?
    120. Re:Keep fighting, but be realistic by HiVizDiver · · Score: 2, Interesting

      I don't give a rat's ass about who plays which role. I just watch the damn film and enjoy it or not.
      Ridiculous. You WOULD if you watched what you THOUGHT would be a good movie, and they had a shitty actor in the lead role. It can and will ruin an otherwise great film. Unless the only films you watch are where things asplode constantly, in which case your original statement may be true. See Transformers for a good example - that kid in the lead sucked, but no one gave a shit. It's really great that they put him in the new Indiana Jones movie. :-/ But actors (at least the GOOD ones) are NOT interchangeable.

      This does bring up an interesting point someone made earlier, however - I don't think we're at the point YET where the actors make or break a game. I've played plenty of games that had shitty voice acting, and it didn't matter much, but as games become more immersive, it may become more critical to not only hire GOOD talent for a game, but the RIGHT talent for each role within the game.

      That said, I think that GTA IV did a great job in all aspects of the voice acting - yes, I do pay attention to this. As a perfect example of my point about good vs. shitty acting, there is ONE ROLE in the entire game that took me out of the experience every time I heard it - there is a stripper at the strip club who has the WORST Southern accent. She's the one who says "You wanna come back with me?" and the word "me" is LONG and DRAWN OUT and sounds more like "may". All the other voices in the game seem well balanced and seem to fit (yes, even Carmen's) except this one, which sounds like a person who has no idea what a southern drawl sounds like.
    121. Re:Keep fighting, but be realistic by vimh42 · · Score: 1

      Actually, just about everybody involved is a dime a dozen. The people that are probably the best paid and worth being paid that are the people who pull all that talent together to make something great.

    122. Re:Keep fighting, but be realistic by Darby · · Score: 1

      There's all the set designers, costume designers, makeup people, camera operators, editors, graphic effects people, etc. who also work for years and put in more effort than the actors but don't get the same pay.There's all the set designers, costume designers, makeup people, camera operators, editors, graphic effects people, etc. who also work for years and put in more effort than the actors but don't get the same pay.

      Lots of people will go see a movie just because $FAMOUS_ACTOR is in it. I'm not saying I agree with the amount of disparity, but it is true that a given star can add quite a bit to the bottom line just by having their name in the credits.

      I'm nowhere near as hardcore a gamer as a lot of the folks here, but I've never given a crap about voice actors in games. I have a hard time imagining anybody would buy a game based on who they chose to read some lines I mostly ignore anyhow.

      Am I missing something? Are there people here who even care about voice actors in video games?
      Are there people who'd buy a game based solely on the actor?
      How about refusing to buy one based solely on the actor?

    123. Re:Keep fighting, but be realistic by Blackhalo · · Score: 1

      If you think voice actors are a dime a dozen you should consider that programmers are a nickel a bushel. But in each category there are the cream of the crop. Dan Castellaneta vs Carmack. I'm pretty sure the Simpson's voice actors get residuals on reruns of that show and I would suspect that video game voice actors wish that they received a similar gravy train.

      --
      "There is nothing to do it. But to do it." -Floyd Pepper
    124. Re:Keep fighting, but be realistic by EnOne · · Score: 1

      This work should really be no different than other large scale productions for voice work. Don't expect to get paid the same as a A-List actor like Eddie Murphy did for Shrek, but possibly the same as Jodi Benson was for The Little Mermaid. (I'm not looking for an argument here for what constitutes an A-List actor)

      --
      Calvin:Do you believe in the devil? Hobbes:I'm not sure man needs the help.
    125. Re:Keep fighting, but be realistic by MrHanky · · Score: 1

      Compared to theatre acting, it is.

    126. Re:Keep fighting, but be realistic by ceoyoyo · · Score: 1

      They'd better be careful. I didn't particularly notice (because it's not that important) but I doubt the same people did the voices in all the GTAs that have voices. The TV actors get the big bucks because we recognize them. Old radio voice actors ditto. Video game voice actors? With a very few exceptions they're disposable.

    127. Re:Keep fighting, but be realistic by ceoyoyo · · Score: 1

      Yes, but if Shrek 2 had used Joe Myers, Martin Murphy, Nicole Diaz and Peter Banderas people would have noticed, and not been happy.

      Does anyone know offhand whether the same guy did the voice of the main character in GTA II and IV? Does anyone care?

    128. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 1, Interesting

      That's right: the game didn't choose someone as expensive as Brad Pitt because they wanted to save money and only needed an actor of a certain caliber to fulfill the role. You don't hire the New York Philharmonic for your wedding when a local string quartet will do, and you don't pay the local string quartet the million or so that it would have taken to get the New York Phil. to play for you.

      There should be a royalty system. The AFM--musician's union--negotiates video game sound track recordings to pay in ways similar to any published recording or movie. This is a good model because, think about it, musicians performing for movie soundtracks receive royalties and upfront payment, but these payments are all small for individuals--not enough to live off of if you recored a few movies/games a year. Sometimes star players such as Yo-Yo-Ma or Joshua Bell will record sound tracks and will receive much higher payments, but that happens when the movie/game director chooses to have such a caliber of musician.

      At best, this actor received a fair wage to make up for the lack of any substantial residual income. The thing is that if the games don't want high caliber actors, they will always hire the best actor they can afford. He had the option of turning down the job, but didn't; he ignored the union convention of turning down work that pays below scale.

      At least this is just a voice in the wind. At least he made more than almost any musician makes while recording sound tracks for movies and games.

    129. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 1, Informative

      DreamWorks for crying out loud.

      Former DrewmWork(er).

    130. Re:Keep fighting, but be realistic by merreborn · · Score: 4, Interesting

      Back when John Carmack gained his fame, entire video games were produced by 3-4 people.
      I know a guy who worked at Lucasfilm Games (now LucasArts) in the 80's. He recently went back for their 25th anniversary party, and talked about his experiences there at the time. He worked on some Commodore 64 games at the time, usually with maybe one other engineer. He was responsible for pretty much everything -- writing the memory manager, networking code, graphics, etc. etc.

      At lunch, the kid he sat next to was responsible for wood and ice simulation in the new star wars game -- and nothing else. They said rendering a single pixel in that game required about as much memory as a whole commodore 64 had -- 32k.

      So yeah, game development has changed dramatically.
    131. Re:Keep fighting, but be realistic by Mister+Whirly · · Score: 1

      Nobody is putting a gun to his head to make him work in a certain profession. My guess is there are thousands of other voice actors who would have been perfectly happy to do the same work for less money.

      --
      "But this one goes to 11!"
    132. Re:Keep fighting, but be realistic by mrobin604 · · Score: 1

      They're just one piece of a big puzzle. This isn't the 80s when squeezing a few extra polygons on the screen meant the difference between 12 and 40. Most of the type of work that the "rock star" people did back in the day is now handled by Engineers at ATI and NVIDIA, with some finishing touches by the DX team.

      This certainly trivializes the efforts of the modern game programmer. You are acting as if writing a software triangle rasterizer is all there is to videogame development. I can assure you, programmers still do animation playback and blending, AI, scene visibility calculation, script compilers, and a load of other tasks that are similar to those done back in the day by the "rock star" programmer. Furthermore, the requirements for each of those tasks are much greater, due to the bar being raised so much by previous games. Having the rasterization provided by hardware just means you can focus the same "rock star" programming effort on other areas of the game, it doesn't mean you can get lazy.

      That said, your point about the role of artists is spot on. As hardware has advanced, the artist's importance has increased, and will continue to do so. The look of a game these days is owed mostly to artists and animators, since you really can't distinguish them by technology alone anymore. But a good programmer will give the artists the ability to add more art by making the engine efficient, and will allow them to iterate on the art faster by making the tools fast as well.

      Story writers... eh, we're really not there yet. But it's coming. Stories in games for the most part are like stories in porn movies: just there so you can have some excuse to have action occur. There are exceptions, like Homeworld and Bioshock, but these are not very common yet.

      As far as actors go... I don't really see what they have that commands the money they do. I can't imagine complaining about $1000 a day. I can assure him that nobody else on that team made $1000 a day. Oh, yes, I forgot... he's an ACTOR... they are not held to the standards of mere mortals ;)

      -marsh

    133. Re:Keep fighting, but be realistic by Skye16 · · Score: 1

      Oh, you mean like the insane amount of study, practice, and performance I had to do at my job to get to where I am right now?

      Maybe I like my current employment? Maybe I'm fully aware that I would have had to put in equal time in both fields to make any amount of money at all? Who says acting is that much harder than writing a blockbuster video game? I'm sorry, but they're not even in the same ballpark. 2 years of practicing and you can do a damn good job of voice acting. 2 years of learning to program and I wouldn't trust you to duplicate notepad without fucking something up.

    134. Re:Keep fighting, but be realistic by lostmongoose · · Score: 1

      if you estimate that programmers made $200K over the course of the game's development, that's still twice what the star of the game made. No, it's not. 200k over 3+ years is in no way, in any one's imagination, double 100k over ~100 days.
    135. Re:Keep fighting, but be realistic by CFTM · · Score: 1

      Yeah well, there are a lot more individuals who are capable of being a programmer for this game than who are capable of being a voice actor for this game. If you or I, or 99% of the people on this board were to attempt to do the voice overs we'd sound very inorganic. Michael Hollick does a pretty fair job of maintaining a level of realism that is difficult to achieve for the untrained.

      Contrary to popular belief, he is not just "Reading words off paper" though to the layman that is how it may appear.

    136. Re:Keep fighting, but be realistic by Ford+Prefect · · Score: 1

      Yes, it's funny, but would you suggest that Shrek would have been even close to the success it was had Pixar used cheap voice acting instead of these stars?

      Forgetting for a moment the fact that the Shrek series isn't made by Pixar, the real Pixar will often use voices from unexpected sources.

      Edna Mode, the pint-sized super-fashionista from the Incredibles? That's, erm... the director, Brad Bird. Who isn't even a lady, let alone a voice actress. Supposedly a temporary voice which they grew to love too much...

      Linguini, the utterly useless human chef from Ratatouille? A certain Lou Romano, who is apparently normally found doing production design type stuff.

      Voice acting is terribly important, but I think it works best if it uses the right voices rather than necessarily expensive voices.
      --
      Tedious Bloggy Stuff - hooray?
    137. Re:Keep fighting, but be realistic by Darby · · Score: 1

      When I write code for a software company, should I get a recurring income on every copy of the software sold?

      Why shouldn't you?

      It's an honest question.

      It's entirely arbitrary either way.

    138. Re:Keep fighting, but be realistic by bubba451 · · Score: 1

      I mean, actors doing voice overs still get paid millions of dollars for doing a Disney/Pixar movie don't they?

      Not always. Typically, voices in animated films (even famous ones) are paid "scale" or the minimum wage for a SAG member. The studios typically pitch it to actors as a way to impress their kids, or as a way to boost their careers (see, for example, Ellen after her role in Finding Nemo).

      For sequels, where the studios have less flexibility in casting, actors will often be paid the $millions figure you expect (I believe the precedent for this was Aladdin 2, for which Robin Williams was paid $10m).

    139. Re:Keep fighting, but be realistic by CFTM · · Score: 1

      Obviously you failed Economics 101; these blowhards that you hate so much have built a brand that is worth an extraordinary amount of money to Producers and studios. Their Brand is what they are being paid for, and that is just an aspect of the world we live in today.

      That being said, if you want to mount an attack against a cog in this wheel it's to be mounted against our societies obsession with the "Cult of Personality". Moreover, the "Hollywood airheads" that you refer to are few and far between. Go take a peak at some numbers and you'll see what I'm talking about (These are old, and the only thing that has changed is they're making less money).

      But again, this all goes back to Econ 101, our society has a huge demand thus prices for premium/branded individuals is very high. 99.9% of actors will never reach an aggregate of over a million dollars earned from acting during their career.

    140. Re:Keep fighting, but be realistic by CastrTroy · · Score: 1

      Quake 1/2/3 are much too late in his career. That is not where he gained his fame. Try Commander Keen and Wolfenstein 3D.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    141. Re:Keep fighting, but be realistic by el-spectre · · Score: 1

      Exactly, I bet per hour this guy made a ton more than any of the programmers on the team. If this game took three years to make they each could have pulled in 200k I'm sure but how many hours is that? 40 a week? 60 a week? 80 a week at crunch time? When you pay an artist, you're paying for the enormous amount of hours it takes outside of the recording or performance.

      This actor didn't just show up and read a bunch of lines. He worked for years on this trade. Also, if you estimate that programmers made $200K over the course of the game's development, that's still twice what the star of the game made. Yes, and coders spend a lot of time honing their craft, keeping up on changing technology, etc. This is not something specific to "artistic" professions.
      --
      "Faith: Belief without evidence in what is told by one who speaks without knowledge, of things without parallel." - A.B.
    142. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Agreed, fuck this guy. All he did was repeat a bunch of lines into a mike. There are plenty of poor guys in Eastern Europe with bad english that would have read those lines for far less. I hope this guy never gets work again.

    143. Re:Keep fighting, but be realistic by Dare+nMc · · Score: 1

      then that needs to be in writing before he accepts the job
      Exactly, their are many trade offs for those contract types of work. IE would he have been willing at the time to take $50k pay + a profit percentage, and Guarantee his availability at a moments notice? I am not a big believer in giving a cut of profit to someone who isn't taking a big risk up-front. Hollywood actors are taking a risk, ie when they get associated with a movie that is a flop, or labeled as bad acting, their career is permanently harmed (not un-repairable though.) And they likely end up taking a lower pay for a bigger cut of something they believe in. IE if he didn't need the incentive pay to make the product great, then no-one probably apparently felt he was a critical team member they couldn't afford otherwise.
    144. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Well, exactly. Big ticket hollywood names aren't compensated based on their skills or performance. It's just that they generate revenue many times in excess what they're paid. Production companies and software houses have the same idea; pay the right person to do what you need the lowest you can negotiate for. That value will be much lower in media where the individual is less important than the performance.

    145. Re:Keep fighting, but be realistic by sabt-pestnu · · Score: 1

      Recently watched "Monster House", and extras on the disk. This animated film used motion-capture animation, instead of drawn or computer generated animation.

      I think this deserves special mention, in that the actors of this "animated film" are probably treated more in line with "live films" than simply as voice talent.

      On the other hand, I feel compelled to try to apply your comments to live films. For instance, how were the CGI folks who worked on the Matrix movies compensated?

      And for that matter, how does their job profile compare to that of actors? (How much time do actors typically have to spend auditioning, or 'advertising themselves'? And how much advertising will they generate for the film simply by being there?)

    146. Re:Keep fighting, but be realistic by Bodrius · · Score: 1

      Did the guy also play the 'actor' in the PLR radio talk show?

      "Being an actor is HARD!..."

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
    147. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      How long is it before the Tomb Raider games actually star Angelina Jolie, hmm? Hopefully never. Keeley Hawes does a great job and she's pretty well known in her own right (in the UK anyway). I'm not saying Angelina Jolie couldn't make Lara sound sexy and smart instead, but wouldn't add anything over the current girl.

      Apparently KH has already done the next Tomb Raider game anyway.
    148. Re:Keep fighting, but be realistic by Gallowglass · · Score: 1

      And according to IMDb, he's only worked in four episodes on TV. Not precisely the level of actor who gets residuals.

    149. Re:Keep fighting, but be realistic by Theoboley · · Score: 0

      Still, My point is this. Take for instance a movie recently in theaters. We'll Say "Kung Fu Panda" How is it any different that Jack Black gets paid millions of dollars to speak into a microphone, which then translates to an animated panda, or this guy who speaks into a similar microphone, which is then translated to Niko Bellic? I don't see a difference, except for the fact that JB is already famous (and thus stated in the previous response) And yes, he could have asked for more. (Stupid on his part knowing that the GTA series is one of the best sellers of all time.) Aside from that, I think that the guy did a fantastic job of voice acting, and should get a bonus. maybe a free copy of the game that stiffed him.

      --
      Stupidity only gets you so far, then you've gotta try
    150. Re:Keep fighting, but be realistic by Sielle · · Score: 1

      I think you mean Aladdin 3, Robin Williams passed on 2 and they used Dan Castellaneta. Williams agreed to do Aladdin at Union Scale Rates on the provision that his voice not be used for merchandising and that the Genie not take up more than 25% of the space in any advertisements. Long story short, Disney ignored that, Williams refused to do the 2nd movie or the TV show, some people at Disney got fired, public appologies were made, and Williams came back to do the 3rd movie (Which was already completely voiced by Dan Castellaneta, but they threw that out once Robin Williams decided to return).

    151. Re:Keep fighting, but be realistic by blahplusplus · · Score: 1

      " movie. :-/ But actors (at least the GOOD ones) are NOT interchangeable."

      I'm sorry but you're just wrong, James bond had different actors, and it didn't 'ruin it'. I have no doubt that actors play their role but sooner or later technology is going to get so good that most actors will be out of a job and the ones that do exist will be seen for nostalgia and cult purposes, I doubt I'll see it in my lifetime but if we've learned anything from science it's that NO ONE is irreplacable.

    152. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Exactly. If these people keep complaining, the alternative will be to hire non-union, "work for hire" actors. Put them on payroll for no more than $200 a day, then lay them off when the job is done.

      So which would he prefer for 95 days of work? $100k or $19k ?

    153. Re:Keep fighting, but be realistic by wingwing · · Score: 0

      Another factor is that very few people will buy the game because of the actors in it. People will go to movies because they want to see Tom Cruise or Russell Crowe. How many more copies of GTA4 would be sold if the company worked out a deal with some A-list actors? Probably not too many. In terms of game sales, the actors don't matter and they are compensated accordingly.

    154. Re:Keep fighting, but be realistic by TravisO · · Score: 1

      Exactly, and obviously the gig paid enough because he accepted it. I'm sure he made more per hour doing this game than anything he's done in his career. The fact this article is tagged 'greed' sums it all up. He finds out the pie is really big, now he wants a piece of it after the agreement has been signed, sealed and cashed.

    155. Re:Keep fighting, but be realistic by ichigo+2.0 · · Score: 3, Insightful

      Interestingly enough, a big part of the animations in GTA4 are procedurally generated. If game "actors" start demanding more money then voices will start to be procedurally generated sooner rather than later.

    156. Re:Keep fighting, but be realistic by MrSteveSD · · Score: 1

      No, there is something bizarrely unique about actors which means they have to get paid for a job forever. We're just lucky other professions haven't cottoned on to this scam, otherwise you would have to pay your plumber every time you turn on the tap.

    157. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Actually if you look at all the people involved in making a movie in the credits its probably fairly similar to what you seen in credits of a video game. I guess what I'm saying its is a fairly equal comparison and so should pay similarly based on expected sales and value. Thing here is that the actor, while I think he did a great job, is not a well known actor that would bring additional people to purchase the game. I mean its like the difference between Bruce Campbell starring in a movie with Halle Berry. Guess what most of the people are going to pay for Halle because her name has more attached to it.

    158. Re:Keep fighting, but be realistic by Actually,+I+do+RTFA · · Score: 2, Insightful

      Interesting because the games companies I've talked to say that 70% of the game is written by one lead programmer.

      It depends on the definition of "written" you are using. Architecture wise, that sounds probably true, that one guy does 70% of that work, with a lot of input and discussion from other people. But writting the code, no way. Things are too specialized. There are AI guys, there are physics guys (or just buy a solution), there are rendering guys, there are networking guys. And that's not even getting into the subspecialties. All the lead programmers I know for games have the same attitude (with the exception of whatever specialty they started in): let the specialists figure out how it works. Pathfinding is a bitch, and, from what I understand, has changed a lot in the three years since I knew how to do it. Hence, if I were the lead programmer, I would echo what a different lead programmmer had to say about the issue; make it work well.

      It's a fulltime job just getting the parts to play nicely and to have a vision of the program.

      --
      Your ad here. Ask me how!
    159. Re:Keep fighting, but be realistic by Stormwatch · · Score: 1

      See Transformers for a good example - that kid in the lead sucked, but no one gave a shit.
      I'll fix that by removing some words: ... Transformers ... sucked ... shit.
    160. Re:Keep fighting, but be realistic by PrescriptionWarning · · Score: 4, Insightful

      the deal is as this, if the person doing the job doesn't feel they're getting enough money they should not be doing the job. simple as that. Economics 101 says people will only pay for what they're willing to pay for, and vice versa for the people being payed. The market, more or less, decides the pay rate itself by people deciding what they're willing to work at.

    161. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      "The thing is that the guy can't say this after the fact. If he wants a cut, then that needs to be in writing before he accepts the job."

      You're exactly right. And the funny part is, they'd just deny him and get someone else.

      Nobody gets to make demands beyond their value... and this guy is easily replaceable. Hell I think I saw five or six eastern europeans stealing aluminum siding this morning on the way to work. I'm sure they'd have voiced the character for 100k.

    162. Re:Keep fighting, but be realistic by Cathoderoytube · · Score: 4, Interesting

      You have no idea.
      I'm a professional animator, and I have to say voice actors can be an extreme pain in the ass. They do about an hours worth of work but make more money than everybody else in the production. The last show I worked on the lead voice actor put well over 300 people out of work for 2 months while he re-negotiated his contract. They're so self absorbed and disconnected from the reality that they think they're the only important aspect of the production. On top of all that when the bleeder finally did agree to come back to work, they had to fire several people just to make up for the extra money they were giving this guy.

      So really, I have zero sympathy for voice actors.

      --
      I have nothing compelling to say
    163. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      F-19 Stealth Fighter still remains the best damn flight simulator ever made, imo. I wonder if we played it now we'd have to pay royalties to the white noise that was the constant backround in that game, which made it even better.

    164. Re:Keep fighting, but be realistic by HiVizDiver · · Score: 1

      I'm sorry but you're just wrong, James bond had different actors, and it didn't 'ruin it'.
      You've chosen a bad example to strengthen an already weak argument.

      I would encourage you to look up and study the concept of "art". It clearly eludes you, and I do mean in the most broad sense. Picasso != Pollack. For that matter, Picasso in 1903 != Picasso in 1968. Art (even film) has as much to do with the artist (actor/painter/musician/etc) as it does the actual medium. Hence why people who collect classical music, for example, will try to acquire ALL recordings of ONE composer's work, and have favorites among them - they are DIFFERENT even though the composition is the same. I'm oversimplifying, of course, but the point is made. Now, the difference between an artist and a technician is a subjective and debatable topic.

      You are also talking about a franchised product (James Bond) based on the very concept of different actors playing the role. And I WOULD argue that in some cases, it DID ruin it, at least the individual movies in question. Timothy Dalton was bloody awful.

      Note: this is not an argument about videogames as art, but a much bigger discussion that is clearly getting offtopic.
    165. Re:Keep fighting, but be realistic by HiVizDiver · · Score: 1

      Well, I would completely agree, but that'll get you lynched in some areas. ;-)

    166. Re:Keep fighting, but be realistic by harl · · Score: 1

      Please see also the online purchase options of old 8 bit games. All three of the current consoles are working on getting the video game tail as long as the movie tail.

      They're the new hollywood. The game industry already dwarfs them for revenue.

      Highest US gross for a film was 600 million, Titanic. Highest gross for opening week-end is 151 million, Spider Man 3. GTA IV did what 400-500 in the opening week-end and might break a billion gross?

      I'm too lazy to look up WoW numbers. Love it or hate it you can't argue the fact that the thing brings the money in.

      --
      I find being offended by me offensive.
    167. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Your naivety is quite charming.

      Welcome to the entertainment industry. You are not in the safe little world of programming applications and databases anymore.

      The value of the products sold is now undefined. They are pure entertainment and have no practical use. Your customers buy depending on personal tastes and whims. You can invest millions on creating perfect code, only for the product to be a failure because people simply don't like it.

      The better strategy is to invest in franchise, names and talent. The GTA franchise is valuable, the talent is valuable, the programmers... well you could use anyone.

      In the entertainment industry, the people who do the real work, the audio engineers, set designers gaffers and key grips don't get rich. Why expect things to change for computer games?

    168. Re:Keep fighting, but be realistic by drinkypoo · · Score: 3, Insightful

      Quake 1 was seriously and truly groundbreaking and goes down in history as such. Fully polygonal, truly 3d, no bullshit, great performance on all kinds of machines that didn't even deserve to run so much game. Network code that IMO hasn't been surpassed yet - you could have 16 players on a quakeworld server on a T1, every one of them on a modem, and have acceptable performance, back when 28.8k was fast. That's no jive!

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    169. Re:Keep fighting, but be realistic by home-electro.com · · Score: 1

      Utter nonsense.

      Programming probably does not make even 50% of the time spent on game. Animators and designers is a bulk of work.

    170. Re:Keep fighting, but be realistic by EvilNTUser · · Score: 1

      Both sides are misunderstanding economics. People aren't, in fact, willing to pay that much anymore, but instead of lowering costs and selling movies online for $1 apiece they decide to waste even more money on DRM and bribing congressmen.

      It's depressing that CEOs on a free market get lambasted continuously for receiving salaries based on demand, whereas actors and musicians are fawned over even more when they use their government granted monopoly power to buy 20 SUVs on one month's salary. I really hope some enterprising soul in Eastern Europe or something decides to start making quality movies in English, and puts those tossers in their place.

      Only an actor could be smug enough to think he deserves that much, let alone more, for voicing a character in a video game.

      --
      My Sig: SEGV
    171. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      The point is that voice actors in games are easy to replace, so they are like programmers not Tom Cruise.

    172. Re:Keep fighting, but be realistic by JebusIsLord · · Score: 2, Informative

      Actors are NOT overpaid (ever met an Actor?). I remember reading something a while back that said the average (Canadian) actor makes $20k/year. 0.0001% of actors (ie, the ones who've made it) are overpaid.

      --
      Jeremy
    173. Re:Keep fighting, but be realistic by jgoemat · · Score: 1

      Interestingly enough, a big part of the animations in GTA4 are procedurally generated. If game "actors" start demanding more money then voices will start to be procedurally generated sooner rather than later.

      Sounds like some computers deserve a payday as well...

    174. Re:Keep fighting, but be realistic by CAIMLAS · · Score: 2, Informative

      Especially since these 'game actors' aren't usually all that great at what they do. Game developers are, typically, "the best of the best".

      Case in point, Max Payne's voice actor/facial actor was one of the developers. Max Payne 2 replaced him with an 'actor' - and the presentation was pretty bad in all respects. MP wouldn't have been half as popular as it was if it'd had had an 'actor' in the leading role...

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    175. Re:Keep fighting, but be realistic by Fumus · · Score: 1

      Comparing film actors with musicians doesn't really fit.
      I like some bands because of how they play, but I like films because of what's happening in them. Not based on appearances. One thing which I omitted is acting. If an actor plays completely wrong, then I don't like him, but if he's just some random guy who does what's expected from him, why should I care whether he's super-famous or not?

      Athletes or chefs don't count as I don't eat out nor watch sports.

    176. Re:Keep fighting, but be realistic by Cederic · · Score: 1


      That's kind of odd. The soldiers that live have this strange habit of ducking behind cover or indeed overrunning the enemy.

      Those that strafe die kind of fast.

      As evidence I present all those Westerns in which the Indians ride around the wagon circle whooping, yelling and getting shot off their horses. And Clausewitz.

      Just because strafing works in FPS games doesn't make it a sensible tactic, and doesn't make it sensible for an RTS which has different game mechanics.

      I guess we need a good Cherokee Indian sim or something..

    177. Re:Keep fighting, but be realistic by Fumus · · Score: 1

      I watch films for entertainment. Same with games. I don't care about characters. I care about fun/awesomeness. I'm pretty sure I wouldn't like any overly ambitious film. The one's I watch are like Botched. Simple, maybe stupid, but entertaining.

    178. Re:Keep fighting, but be realistic by CAIMLAS · · Score: 1

      Exactly.

      In computer games, the 'rock stars' are not the programmers, animators, or anyone else. They're much more like animated films, in this respect (where a big-name human attachment does not necessarily mean success).

      Video games are more like auteur films. Their success is determined by the aggregate work of the group, as manifest in the game studio or game title name (GTA being one good example - think: Zelda, Final Fantasy, the Nintendo/Sega characters, Quake, WarCraft, Starcraft, etc.). A Zelda game, or a Blizzard game comes out and it's almost automatically concluded to be a success - and often is, largely on the basis of the franchise/formulistic approach which has proven successful.

      Just like "action films with Bruce Willis" or "crazy person movies with Jack Nickolson".

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    179. Re:Keep fighting, but be realistic by easyTree · · Score: 1

      I honestly hate the fact that actors feel like they deserve more for doing less.

      Dude. They can read words from a piece of paper and *speak* them. Some of the film actors can speak *whilst walking*. Give them their due!

      Spending ten or twenty years perfecting the art of manipulating digital information is child's-play compared to speaking in a funny voice.
    180. Re:Keep fighting, but be realistic by woodhouse · · Score: 1

      Just because you "make a living writing software", it doesn't mean you're qualified to comment on game programming, and your uninformed spouting clearly demonstrates why. Having taken just over a year almost entirely working on optimisation for a video game, I take issue with your post.

      Game programming is still very much about getting the maximum out of the hardware. In addition to counting polygons, it's also about physics simulation, audio, AI and a whole bunch of other complex systems, all of which have to be optimised heavily to avoid dropping frames. Performance is massively important. We count the cost of every pixel, literally.

      What's more, if you want to get the most out of hardware such as the PS3's cell processor, you have to design your code to be massively parallel. And thats even before we get onto the subject of "shaders and the like".

      Perhaps in future you could restrict your comments to subjects about which you have a clue. Now get back to your Javascript.

    181. Re:Keep fighting, but be realistic by BigJClark · · Score: 1


      Its also very important to remember that 75.6% of people make up statistics as they go along.

      --

      Hi, I Boris. Hear fix bear, yes?
    182. Re:Keep fighting, but be realistic by Eivind+Eklund · · Score: 2, Insightful
      I agree that hit actors are generally overpaid. However, I think we should also remember that acting actually is skilled work taking years to learn - and that voice acting is hard, possibly harder than general acting. I would guess video game voice acting is among the easier parts, though - it's disconnected parts, and don't usually convey that much emotion.

      Eivind.

      --
      Doubting the existence of evolution is like doubting the existence of China: It just shows that you're uninformed.
    183. Re:Keep fighting, but be realistic by Norwell+Bob · · Score: 0

      I respect the work that these people do, but come on. I think this guy might be stretching it a bit. People don't buy video games for an actor in the same way they go see a movie for an actor in it. It is a completely different medium. I don't totally disagree with you, but there definitely are some games with recognizable voice actors... Michael Ironside's voice acting in Splinter Cell is, as far as I'm concerned, a huge part of what makes that series so damned GOOD. I can't even picture another voice for Sam Fisher... even if they got a sound-alike, I doubt the character's voice inflections or speech mannerisms would remain intact. It would probably damage the series. Enough to make me stop playing? Maybe, maybe not.
    184. Re:Keep fighting, but be realistic by LingNoi · · Score: 1

      You obviously missed the word "written".

    185. Re:Keep fighting, but be realistic by Hubbell · · Score: 1

      When they reach the level of voice acting that the Japanese have (try watching Anime or any video game where emotion is supposed to be a part of their dialog(sp?) in japanese with subtitles, and then in english dubbing) then they can ask for more money. Until then, American/English voice actors are absolute fail.

    186. Re:Keep fighting, but be realistic by operagost · · Score: 1

      Ten years from now, I'm sure GTA IV will seem quite quaint. You will probably be able to beat up holographic hookers; experiencing realistic tactile feedback as your Louisville Slugger cracks into their skulls, and hearing the ripe-melon splats in true 3D positional audio piped directly into your brain. On the other hand, you still won't be able to get a decent cup of hot coffee.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    187. Re:Keep fighting, but be realistic by operagost · · Score: 1

      The C64 had 64KB of RAM: hence the name. That being said, it did have only 38K free for BASIC and 42 for ML.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    188. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      Sorry about that.

    189. Re:Keep fighting, but be realistic by Ripit · · Score: 1
      Forgetting for a moment the fact that the Shrek series isn't made by Pixar, the real Pixar will often use voices from unexpected sources.
      Yeah, I apologize to all DreamWorks people. I assumed wrongly.

      Edna Mode, the pint-sized super-fashionista from the Incredibles? That's, erm... the director, Brad Bird. Who isn't even a lady, let alone a voice actress. Supposedly a temporary voice which they grew to love too much...
      I didn't know this. She was one of the better characters, too.

      Linguini, the utterly useless human chef from Ratatouille? A certain Lou Romano, who is apparently normally found doing production design type stuff.
      I wondered why this character was so lame. I think this performance was weak.

      Voice acting is terribly important, but I think it works best if it uses the right voices rather than necessarily expensive voices.
      I agree. I simply want to get across that just because the voiceover actors don't have to work the kind of hours that production, tech, and art department people do does not mean that their contribution is worth less.

      In this entire discussion, I've seen a bunch of rants by techs about how unreasonable this actor is, instead of wondering why they don't receive residuals themselves.
    190. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      I never intended to denigrate programming. I have no doubt that it's difficult and time consuming to learn.

      To assume you could be a "damn good" voice actor after 2 years of study is presumptuous. Do you really think you could do a wide range - anything that was asked of you - characters well after 2 years of study? I doubt it.

      I'm a tenured musician in a major opera orchestra. How long do you think it would take, starting from scratch, to match my ability? It took me 10 years after I started playing to get good enough to win an audition. If I decided tomorrow to become a programmer, I think it'd take a similar amount of time to master that. It's unfair to dump on acting by arguing that it's easier to master. What would we know about it?

    191. Re:Keep fighting, but be realistic by SageMusings · · Score: 2, Funny

      acting actually is skilled work taking years to learn

      What about Tom Cruise? I guess there is an exception to every rule

      --
      -- Posted from my parent's basement
    192. Re:Keep fighting, but be realistic by Ripit · · Score: 1

      Do you at least concede that there are good actors and bad actors? A range of abilities?

      You're right, film is slightly different than music in that the end product is a result or people's work with a disparate set of specialties. This makes it more like a video game production. Bad voice acting can mar a video game just as easily as bad programming, art, or interface design.

    193. Re:Keep fighting, but be realistic by kklein · · Score: 4, Insightful

      1) I think this guy was well-compensated, but I also think a royalty deal (a small one) would be fair.

      2) For me, actually, voice talent is basically the make-or-break point for a video game. I'm serious. Here's a review of Mass Effect to prove it. However, while I don't think I'm alone in that, I think it's fairly uncommon.

      3) If acting is so easy, why aren't you doing it? It's one of the hardest things to be good at out there. That's why it pays. Anyone can do it poorly. But as a guy who does a little acting, writing, and directing, I have to tell you that most people are frickin' terrible. Even trained people are often terrible. It's partly a talent, partly an art, and partly a technical skill. It's really quite difficult.

      4) Y'know, IT work is not the only job that requires expertise and skill. In fact, I've met a lot of dumb IT people. Really dumb. But the dumber they are, the smarter they seem to think they are. It's just a job, dude. We all have them. You couldn't do mine and I couldn't do yours. That's why we have jobs!

    194. Re:Keep fighting, but be realistic by kklein · · Score: 1

      That is all because they are a single point of failure. They have you over a barrel and they know it.

      Welcome to economics.

    195. Re:Keep fighting, but be realistic by kklein · · Score: 1

      This is what I have already addressed in another post. It's not actually that easy, and it's very hard to find good people (I cast voice actors for a test of English I work for--much smaller scale, but it's still hard!).

      That being said, the voice work on GTA is good, but it's nothing like that on Mass Effect. With the control the player had of the characterization there, the actors had to actually act each line in such a way as to make it believable even if they player had been playing with a different attitude the line before. I.e. they had to do multiple characterizations of the same person in the same conversation. The guy who played Shepard did a so-so job, but the woman nailed it. As I was playing, so many times I thought "My god this woman is a genius."

      Granted, that comes from a guy with a decent amount of acting, writing, and directing experience in his past, but that is essentially the point. These are incredibly difficult skills, and are worth money.

      That being said, honestly, I think this fellow was very well-compensated. The union might want to negotiate for some royalties, to be sure (I'm sure the musicians/labels providing music for the radio stations are getting a cut), but I think $100k for a total unknown is really great (I know my professional actor friends would be incredibly stoked to make that!).

    196. Re:Keep fighting, but be realistic by jesterzog · · Score: 1

      If the video game industry wants to be taken more seriously, they should start taking their product more seriously. That means respecting the talent that actually creates the games. Programmers shoulld get paid like writers. They need to have a guild. The head of the team should probably be considered the director or producer. As actors become more and more integral to the success of a game,they should be paid like any other actor.

      Uh, perhaps some kind of guild or union might be useful in some circumstances in which case let it happen, but ultimately programmers should be paid whatever their worth within the law, which is about however much it takes for an employer to keep them employed so they won't leave and work somewhere else. Actors are exactly the same. The reason that a very small minority of actors get paid mega-bucks in big budget movies is because they draw crowds, even if many of them can't act very well. Movies that make money don't have to be good, and they're not at all representative examples of paying people according to their skill. They're examples of market forces in action, where money goes most into whatever pulls in the highest returns. In most cases that tends to be pouring money into getting well known actors, and cutting corners in places where money doesn't have as much effect, such as having mediocre scripts.

      Games will never be "art" until the people who make them start considering them to be art.

      Since when did anyone make money from art, though? (Money is necessary if you're intending to pay a lot to actors.) Money-hungry Hollywood movies are almost never art, unless you have a generous definition of the word -- they're money-making corporate ventures. The artsiest movies (which I personally prefer but taste varies) tend to be the ones that are full of relatively low budget actors who might get paid reasonably but not through the roof, and are actually good actors combined with good writers, good producers and good support crew.

      I think this GTA4 voice actor guy is just disappointed to see a company that employed him making mega-dollars from a game in which his voice prominently features, but then you could say something similar about everyone else involved in the game who was paid an pre-agreed amount for doing their job. Investors in the game shouldn't be penalised and have to suddenly fork out more just because they invested in something that happened to be successful -- that's part of the risk they took by coming up with the money. Surely he knew that was likely to happen when he got involved, and now he has something to add to his resume which nearly everyone who matters would have heard of.

    197. Re:Keep fighting, but be realistic by somersault · · Score: 1

      Well, in games like Uncharted and GTA IV, where you can in fact take cover, I do. I was just using it as an example. It does indeed work in games - maybe it wouldn't work against a professional sniper or even an experienced gamer, but even in those cases random movement is better than predictable movement :p Taking cover is fine unless you have no escape route, in which case you are screwed. Maybe I'm thinking about this too much. I'm reminded of an eposide of Ghost in the Shell: Stand Alone Complex though, where they're all pinned down by a sniper :)

      --
      which is totally what she said
    198. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      I've been through a few video game crunches(I'm a programmer) and the worst was about 80 to 100 hours a week for about 6 months. I had roommates that seriously went weeks without seeing me once because I was working so much. That kind of crunch takes a toll on you physically and mentally.

    199. Re:Keep fighting, but be realistic by rtechie · · Score: 1

      And if they weren't so overpaid the whole Hollywood inflated price scales would get in touch with reality all the way to the box office and DVD rack at Walmart. Except this is nonsense. If actors were literally slaves, the cost of DVDs wouldn't go down one red cent. The reason movies are expensive is largely because of MARKETING costs, not actor's salaries (a small percentage of most large films). And actor's salaries are slowly starting to go down ans Hollywod films in general are becoming more "effects oriented".

      No, a government monopoly[1] to threaten your employer with jail if he trys to buy services at market prices is wicked and he is a either an idiot or wicked for suggesting it. SAG is not a "government monopoly". SAN can't threaten anybody with jail, nor can ANY union I'm aware of except the FOP. Studios can feel free to ignore SAG and use non-SAG actors in their films. What they can't do is sign an exclusive contract with SAG (as almost every studio has) and then ignore it. Then SAG can sue them for billions and win very easily.

      The only unions that are really widely abused are unions for government workers, like the Fraternal Order of Police, because they're insulated from market forces and only have to lobby/bribe the government for benefits. Consequently, police have high salaries, extensive benefits (including 100% matching pensions), and jobs for life (it's essentially impossible to fire a police officer, no matter what). All of which is completely unheard of in the private sector. I'd argue the teacher's unions are one of the biggest problems with our schools as well (you can't fire lousy teachers).

      Right now, union organizers around the world are are being murdered by corporate thugs. In the USA, they can't get away with outright murdering union organizers any more so the threaten, sue, harass, and stalk them. All with impunity. There certainly is a power imbalance, but it's not with the unions.

    200. Re:Keep fighting, but be realistic by overbaud · · Score: 1

      A programmer could become a reasonable voice over guy quicker than a voice over guy could become a reasonable programmer. By reasonable I mean acceptable to the video game playing audience. Bad speech I can live with... bugs and crashes I don't think so. You would be surprised what a good voice coach and / or producer can do with a bad voice... just look at half the 'pop' stars out there.

      --
      Users... the only thing keeping 1st level support from being the bottom feeders.
    201. Re:Keep fighting, but be realistic by Raenex · · Score: 1

      Games will never be "art" until the people who make them start considering them to be art. Sounds pretentious to me.
    202. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      IT Manager of your computer at home does not count

    203. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      I agree. Voice actores are completely substitutable. That dude doesn't wanna do it? Get that other one. Frankly, 100K for voice over in one game seems to be quite a generous compensation. I don't know how many lines of text that represents, but for a completely substitutable function, I bet it's awesomely generous. I'll have to sweat 3 years to get that kind of money. And people's lives will depend on my design. My heart really doesn't bleed for the fellow. The ratio of compensation / (responsibilit*risk) is highly in his favour.

    204. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Up to a point. Games are not so much about programming. You could get any of a dozen game engines... what makes a game a success is the flow, the storyboard. The game rules. Charaters, background story etc. Yes, better engines improve the appearance of a game. But the real successes in games are not due to the programming (or engine... witness the latest DOOM). No, it's the storyteller. The people writing the story/rules of the game. In fact you can have a very good open source game engine (it would be a good avenue for lots of game companies). You'd still get a similar rate of really good games. Programmers are to games what voice actors are. Infinitely substitutable. The people finding the new game concepts are the ones who are worth gold.

    205. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      "fricking"? What are you my grandpa? Either say fucking or in lite of this being a nerd domain, you are also allowed to say fracking.

      But not fricking!

    206. Re:Keep fighting, but be realistic by yoyhed · · Score: 1

      Exactly.. GTA4 is not the voice of the main character. I like his voice acting, but he thinks he should have gotten millions out of 600 million? What about the hundreds of developers that made the actual game? The rest of the artists? Not to mention only a fraction of the 600 mil goes to Rockstar anyway, Take Two and the retailers are getting a big chunk of that. I think $100k is a fair deal, especially if that's what he signed for.

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    207. Re:Keep fighting, but be realistic by LrdDimwit · · Score: 1

      In some cases, yes, this is 100% correct. But not for all games, and this is in fact changing. Consider a game like Contra 4 -- the voice acting is limited to grunts that the guy makes when a new life is used. It doesn't really matter who records that line, as long as they don't go completely overboard.

      But would GTA4 really be the same game if they stripped out the voice acting? How about Mass Effect? I say no, these games would be hurt by the loss of quality voice work; the mood they work so hard to create would be harmed. To make the point clearer -- supposing you "vocalized" all the game's dialog using one of those really bad synthesized-voice programs from the nineties; all the characters sound like a really primitive variant of Stephen Hawking's communication device. Keep everything else the same. Would the game still be as good? Doubtful.

      It's certainly true that the balance between VA work quality, and game quality, is very different from the balance between actor quality and movie quality. Voice acting is far less important in games; however, for certain games, it's clearly an important consideration.

    208. Re:Keep fighting, but be realistic by Bogtha · · Score: 1

      He's bitching about getting paid 100k for speaking lines that he didn't write to begin with into a mike. What a fucking tool.

      Cut him some slack. He has to say words! Into a microphone! That's not a job just anybody can do. Hell, even the President of the United States isn't smart enough to do that!

      --
      Bogtha Bogtha Bogtha
    209. Re:Keep fighting, but be realistic by jaylw2000 · · Score: 1

      He should stop whining. He's lucky he has a job.

      Who does he think he is...James Earl Jones??? :P

      --
      2d 4f 62 6c 69 67 61 74 6f 72 79 20 73 6d 61 72 74 2d 61 73 73 20 73 69 67 2e 2e 2e
    210. Re:Keep fighting, but be realistic by tmalone · · Score: 1

      Some mainstream films are quite good (Godfather 2 for instance). Still, even the crappiest movies are art in a way (if only in the Thomas Kindkade kinda way). My main point is that movies respect to a degree the people who make them happen. I don't see that happening as much with games (which has a lot to do with the relatively short time they've been around). I think that once the platforms stabilize a bit more (and the cost comes down) we'll start to see this happen.
      Game companies are going to have to start treating their talent more like the creative individuals that they are and less like assembly line workers who are making toys. Look at all the crap EA puts their employees through. In the end nobody even knows anything about who made the game happen, it's just EA.

      I agree about this GTA guy though, the deal is done and nobody should have to pay him more now. But I think he makes a valid point in general. He probably had to take the deal offered because that is how the industry is right now. You try to negotiate and say goodbye to your job. I think that needs to change, not just for voice actors (though if the pay was better maybe the voice actors in games wouldn't suck so much; then again, we'd also need to see better writers), but also for the programmers, writers and designers.

    211. Re:Keep fighting, but be realistic by afxgrin · · Score: 1

      "Maybe actors and programmers could broker a deal that if a game breaks a certain threshold of sales, they would start getting small percentages of the profits above threshold?"

      hahahahahaha

      The people who own the company - be it one person or the shareholders - are the ones entitled to the profits. The employees are being paid already. This guy wants to be treated like Tom fucking Cruise, but his face, body language, expressions, all that shit, had nothing to do with the game or it's success.

      Actors and programmers brokering a deal between themselves... pfft... I think you mean actors and programmers brokering a deal with management and the executive officers of the company. And the only way that will happen is through a union.

      But of course, this is /., and unions are like somewhat Communist, and /. is the land of American Libertarians, which could never be associated to any Commie scum ...

      Unions do have their bad points, but if you want to negotiate any kind of deal between the employer and the employees, and it's something as ridiculous as profit sharing, you'll probably need a union for it to happen. Otherwise you'll have to look for a company that offers profit sharing without having their arm twisted. In the steel industry, non-union companies only offered profit sharing because of unions in union companies fighting for it. The IT and programming field seems to have no equivalent of that.

      The only way anything will change, at all, is if the programmers form their own union. Then you can get these totally unrealistic, magical deals brokered between the SAG and the Non-Existent Programmers Union (NEPU). Too bad your fellow junior programmers will get laid off every time the union tries to negotiate a pay raise...

    212. Re:Keep fighting, but be realistic by jesterzog · · Score: 1

      No argument that some big movies are good.

      I agree about this GTA guy though, the deal is done and nobody should have to pay him more now. But I think he makes a valid point in general. He probably had to take the deal offered because that is how the industry is right now. You try to negotiate and say goodbye to your job. I think that needs to change, not just for voice actors (though if the pay was better maybe the voice actors in games wouldn't suck so much; then again, we'd also need to see better writers), but also for the programmers, writers and designers.

      I can appreciate the point, but really I think that if you want a secure income then you probably shouldn't be working in voice acting -- or any acting -- and expecting it to pay the bills. I know a lot of people who enjoy acting, but very few who make a career of it, because there's simply not a reliable salary for it. Perhaps with the exception of a few at the very top, there are just so many people who can do that job and have almost the same effectiveness, and a lot who want to but can't. It's understandable enough to say that people should be able to negotiate, but there are a lot of other people who'd love to have the opportunity. Why should an employer ignore them just because one person might have gotten their foot in the door earlier?

      Rockstar could have let people pay them to have their voice feature in a game this popular, and they still could have pulled off a fairly good game if they were reasonably selective about the offers. The fact that they didn't do this, and instead decided to pay someone ~$100k for their voice, suggests to me that they're at least trying to be reasonable about it.

      I think a union can be helpful when the workforce is limited, can't easily leave their employer, and if the employer is out-right abusing that. (eg. Speaking on behalf of workers at a steel mill that employs everyone in a small town, or whatever.) But if there's a flood of people who aren't union members and all want to do the same job, then perhaps it's just not a very good job to be trying to get work in. Any bargain that a worker's union conjures up will be effectively penalising all the people who can't get the work because they're not already part of the exclusive club.

      I have to admit that there are things I don't understand. eg. I don't understand why people work for EA if they get treated so crappily, unless it's still worth something to them to actually have a job that pays them money. It's not a secret that EA's a bad place to work, though, and if you're good enough you should probably know not to bother applying there. The truth is that devs are replaceable in this industry these days, at least until people start to realise that and those people who don't really care as much about what they're doing go off to do something else instead.

      I also don't really understand some of the movie-related guild unions in the States at all. I'm definitely not an expert but the whole relationship between movie studios and guilds in the USA seems completely whacked compared with everything else and probably the rest of the world. To me they seem more like exclusionary clubs that have agreements with the major studios. Their power comes much more from the fact that most in-demand writers/actors/directors are already members, particularly because most of those people became powerful as a consequence of working with the studios. This of course means that anyone else who even wants to deal with the studios, to try and get their career going, has to pay a guild joining tax, and thus the wheel keeps turning.

      Good for them, I guess, but I do think that the effectiveness which organisations such as the Screen Actors Guild have still comes at the expense of people who'd like to be actors with certain studios but don't want to (or can't) work by the rules put forward by the union.

    213. Re:Keep fighting, but be realistic by somersault · · Score: 1

      IT Manager of three (soon to be four) separate sites around the world, around 40 full-time users, 60 computers, 4 servers, lots of annoying printers, yada yada yada. I spend most of my time developing in-house apps, and at the moment code for one of our dredgers that's going to be operating at 1km under the sea in August, and is designed to handle up to 3km. Just because you are only managing your home computer doesn't mean everyone else on /. is. Apologies if I'm being cranky but I've just got in, there was only 1/4 of a cup of coffee left in the machine (everyone finished it early because it had vanilla in it), and you are being a prick.

      --
      which is totally what she said
    214. Re:Keep fighting, but be realistic by somersault · · Score: 1

      Actually, way more users and laptops if you count all the guys who are travelling out on jobs etc, and more servers if you count the webserver, and computers that people remote desktop into for doing ANSYS/CFX solves (because they can make better use of their time doing 3D CAD work while leaving a solve running) :p I like working at a small/medium business. I'd never want to be a manager in any large business, and the owner of the business has said that he intends to keep the company as small as possible - but it has been growing pretty quickly in the last 5 years anyway, so he may just end up in charge of quite a large business at some point! I'd have to get more than just a half assistant in that case (my assistant does half legal work, half IT support) :P

      --
      which is totally what she said
    215. Re:Keep fighting, but be realistic by KDR_11k · · Score: 1

      "Procedural" often means created by combining elements from a premade set.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    216. Re:Keep fighting, but be realistic by KDR_11k · · Score: 1

      The GTA franchise is valuable, the talent is valuable, the programmers... well you could use anyone.

      The programmers and such are talent. Several franchises have been ruined because their owners didn't understand that and let a third-rate company develop the latest game (probably because that company was cheaper), resulting in games that fail to reach the quality of the original in many ways (a recent example being the Soulstorm expansion for Dawn of War which was filled to the brim with game-breaking bugs and the new air units didn't work out either). Many people seem replaceable until you replace them.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    217. Re:Keep fighting, but be realistic by KDR_11k · · Score: 1

      Slashdot attracts programmers. Sampling Slashdot for viable voice actors would just show that programming does not teach voice acting (duh). Of course comparing the number of VAs and Ps here is silly as the sample is not unbiased, at least 90% of the people here can program but if you'd take a random sample off the street you'd get nowhere near 90% programmers. Nothing about this implies that Ps are more common than VAs.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    218. Re:Keep fighting, but be realistic by Das+Modell · · Score: 1

      AFAIK cutscene animations are motion captured. Things like falling down are generated on the fly.

    219. Re:Keep fighting, but be realistic by tmalone · · Score: 1

      As a former union worker I can tell you that it was not that difficult to get a union job and pay the dues. Granted, I worked in a grocery workers union, so maybe manufacturing is different. I do know that entertainment is different (they have huge dues to pay). When I got my job (which payed way more than other comparable jobs) I had to pay like $30 a month to join the union. That got me an advocate if they tried to fire me and access to the free health care negotiated by the union. I also got considerably more money than people working at Walmart. But, I wasn't excluded, there were no hoops to jump through except signing that card.

      I think part of the reason for the guild is that they don't want things to degenerate into a situation like the video game industry. With the guilds you have specific contractual obligations that are uniform. Yeah, Julia Roberts gets more, but the little guys still get an OK deal on paper (of course no movie ever makes a profit so nobody gets their royalties :). Or at least this is my understanding of the situation. I think the idea is to keep it from being a purely business transaction, especially at the lower end, where people might be undercutting each other to get a chance. That could eventually ruin the entire pay structure.

    220. Re:Keep fighting, but be realistic by vuffi_raa · · Score: 1

      People don't buy video games for an actor in the same way they go see a movie for an actor in it. I don't go to movies for an actor- I go for the movie- I will be turned away if there are bad actors in it- but I never sy oooo so-and-so is in the movie I am going to see it
    221. Re:Keep fighting, but be realistic by KDR_11k · · Score: 1

      Depending on the game that won't do jack though, it's pretty easy to lead a target moving in a straight line and in e.g. Spring all units are smart enough to do that. If you want to dodge bullets you have to keep changing directions. It's feasible and pretty much required at high-level play.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    222. Re:Keep fighting, but be realistic by KDR_11k · · Score: 1

      What about Descent?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    223. Re:Keep fighting, but be realistic by mcvos · · Score: 1

      4) Y'know, IT work is not the only job that requires expertise and skill. In fact, I've met a lot of dumb IT people. Really dumb. But the dumber they are, the smarter they seem to think they are. It's just a job, dude. We all have them. You couldn't do mine and I couldn't do yours. That's why we have jobs!

      True, but then, so is acting. That's a job too. Why would a voice actor be more deserving of royalties than the people writing the script, the AI, the 3D models, etc? Just like good actors are rare, so are good programmers.

      Perhaps programmers should get unionised too and demand a bit more recognition for their work.
    224. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Completely agree. Voice actors are a dime a dozen, but I am surprised there are not more rock star Programmers gaining fame like Carmack. One word: Romero.
    225. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      1) A royalty deal would have been fair. If he wanted one, he should have held out for one.

      2) I would disagree. We did fine for a long time without any voice acting. I have a lot of Wii games that all the voice acting consists of just grunts and suggestive huhs. I could see a game with TERRIBLE voice acting putting me off and making me not want to play, but the difference between Acceptable and Excellant voice acting isn't going to make me play or not play a game.

    226. Re:Keep fighting, but be realistic by residieu · · Score: 1

      Not every actor is a superstar pulling in millions for every movie. This guy may be the "star" of GTA IV, but he's more comparible to the countless actors picking up small parts whose name no one remembers than Harrison Ford. I just read the summary a few minutes ago, and I've already forgotten his name.

    227. Re:Keep fighting, but be realistic by Maxo-Texas · · Score: 1

      And those actors actually bring something to the role beyond merely memorizing the script well and acting sincerely.

      Bill Crystal, Robin Williams, Tim Allen, Eddie Murphy- given the same script and character would realize the character in different ways (all positive too!).

      You can take a solid $60 million dollar movie and add those four and now you have a superlative $260 million movie (or $1 billion movie).

      However!

      Part of the issue is that price to begin with. The reason it is a billion dollar movie is outdated pricing structures for smaller markets. Pricing is currently out of line and the pool of Billy Crystals only gets bigger every day. As the supply grows, prices should start dropping at some point. And they are competing against a lot of other entertainment options too these days.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    228. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Shrek really benefitted from its all-star cast. Pixar (since the GP mentioned them) on the other hand, doesn't really seem to have needed them. It was kinda cool that Samuel Jackson was in The Incredibles, but he certainly wasn't why I went to see it and his part could have been played well by another actor.

    229. Re:Keep fighting, but be realistic by residieu · · Score: 1

      GTA II and IV do not have the same voice actors. I only know this because GTA II had no voice acting (just some squawky unintelligible radio). Even if it did, no I don't think I'd care.

    230. Re:Keep fighting, but be realistic by residieu · · Score: 1

      With the success of the GTA series so far, though, I'd say the percentage option would be a pretty good bet. It all depends on how the percentage and cash amounts pay out (And of course, percentage of WHAT. Make sure they can't come back to you and say that hugely succesfull video game lost money so you get no royalty)

    231. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      Apparently they thought him worth it. Otherwise they'd gone with someone else, right?

    232. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      However, their choice would still be the correct one. The majority of games don't make their money back, let alone the development studio or developers getting significant royalties - particularly if the creative accounting of the publisher gets it their way.

    233. Re:Keep fighting, but be realistic by mcvos · · Score: 1

      Still, My point is this. Take for instance a movie recently in theaters. We'll Say "Kung Fu Panda" How is it any different that Jack Black gets paid millions of dollars to speak into a microphone, which then translates to an animated panda, or this guy who speaks into a similar microphone, which is then translated to Niko Bellic? I don't see a difference, except for the fact that JB is already famous (and thus stated in the previous response) That simply fact makes a huge difference. Fame draws attention. Jack Black has fans. You've got an instant audience for your movie.

      Now if your argument is that famous actors get paid far too much, then I agree, but apparently that's how the movie market works. That's not how the computer game market works, however. An A-list actor on your credits may help draw a few doubters across the line, but it won't make the game an instant hit. And this guy (what's his name again?) isn't an A-list actor. He was completely unknown. This is his big break where he gets to prove how good an voice actor he is. On his next job, he can afford to demand more money. But if he complains about his pay for this job, then he's a stupid idiot.

      And yes, he could have asked for more. (Stupid on his part knowing that the GTA series is one of the best sellers of all time.) No, not stupid. If he'd asked for more, someone else would have gotten this big break and he'd still be a nobody. His talent did not make or break this game. Sure, it adds something, and if his voice acting really is that good, then he may be able to demand more for his next job, but demanding A-list pay when you're a nobody is just plain stupid.

      Aside from that, I think that the guy did a fantastic job of voice acting, and should get a bonus. maybe a free copy of the game that stiffed him. I hope he did get a free copy, but he wasn't stiffed. He got a big break that few aspiring actors ever get, and he should be thankful for it.
    234. Re:Keep fighting, but be realistic by Anonymous Coward · · Score: 0

      they don't highlight the actors the way they do, say, on a movie DVD box. Last time I checked, my copy of Shrek 2 had a picture of a two green ogres a donkey and a cat on it, not Mike Myers and Eddie Murphy, Cameron Diaz and Antonio Banderas You mean
      'http://www.megghy.com/immagini/cover_dvd/s/Shrek%202.jpg'

      That cover, with their names plastered over the front?
    235. Re:Keep fighting, but be realistic by brianosaurus · · Score: 1

      For me all the storyline crap in these games is filler. Then again, I don't really like the GTA series, because it wastes so much time playing the scenes (where the voice actors are most important). I want gameplay all the time.

      I like Gran Turismo, Dirt, Doom, and other games where you just play all the time.

      I actualy enjoyed GTA3, but I never made it out of Liberty City (or whatever the first one is called). I liked driving around, finding the different cars, blowing things up, running people down (guilty pleasure). I didn't so much care for all the scenes, so I never made it very far in the missions (since you can't easily skip the scenes and guess what you're supposed to be doing).

      In my opinion, the voice actors are totally unnecessary and most of their work is extraneous to the gameplay. If I wanted to watch a movie, I'd watch a movie. I want to play a game. I'd rather see more money going to the creators and developers, since they're the ones who will be making the next game even better. Actors are a dime a dozen.

      --
      blog
    236. Re:Keep fighting, but be realistic by voicetalent · · Score: 1

      Voice actors are a dime a dozen... Nice try, but not so. I record and edit game dialog for a living. Good actors who can get the desired performance in one or two takes, and who have the stamina to do it balls-to-the-wall for four hours straight (including the shouts and screams), are rare. I know, I've done with bad ones. Having said that, royalties for actors are likely inevitable. I like the idea of a participation threshold for all the creatives involved.
  2. Wrong by Anonymous Coward · · Score: 0

    ""but it's the human performances within them that people really connect to"" .... no, its not.

    1. Re:Wrong by Da+Fokka · · Score: 4, Informative
      With the notable exception of Day of the Tentacle...

      Tentacle 1: I don't think you should drink that, it looks bad for you!

      Tentacle 2: Nonsense! It makes me feel great! Smarter... it makes me feel like I could... like I could... TAKE ON THE WORLD! (cue ominous organ music)



      Then again, I wouldn't have a clue who were the voice actors.
    2. Re:Wrong by Martian_Kyo · · Score: 1

      Best game scene ever.

      Game actors, who are mostly voice actors, are vastly underappreciated. I am not sure if they are underpaid tho.

      What happened to the guy who was in first Prince of Persia?

    3. Re:Wrong by Killjoy_NL · · Score: 1

      You mean PoP 2, that's the one with the story telling voice acting. Excellent work :)

      (none of the fancy schmancy 3D games either)

      --
      This is the sig that says NI (again)
    4. Re:Wrong by Paaskonijn · · Score: 1

      He became rather good at Go. Here's his bio: http://www.mechner.com/david/ And Wikipedia entry: http://en.wikipedia.org/wiki/David_Mechner

    5. Re:Wrong by Martian_Kyo · · Score: 1

      wow! A legend in his own right, I have thrown him on spikes, sliced him in half and and pushed him off 5 story heights, at least a million times.

      Good he switched to Go, cause he was lousy at jumping I can tell you that much.

    6. Re:Wrong by VGPowerlord · · Score: 1

      Purple Tentacle was (soon to be) LucasArts regular Danny Delk. IMDB says he also played Green Tentacle.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    7. Re:Wrong by IamTheRealMike · · Score: 1

      I loved that game, and I didn't even have the voice edition (6 floppies baby! yeah!)

  3. 100k... by 16384 · · Score: 2, Insightful

    Why should voice actors get a percentage for a few days of work? What about all the programmers, artists and the like that spent 50 or 60 hours per week working on the game? 100k doesn't seem like a meager pay.

    1. Re:100k... by maxume · · Score: 3, Interesting

      I wonder if the voice actor thinks that Rockstar wouldn't be able to find someone to do basically the same quality of voice acting for $99,000, or $98,000. Somehow, I think they could.

      Of course, it probably wouldn't hurt Rockstar much to take 3 or 4 percent of the profit and split it up among the whole project team. Assume that they have made ~$100 million on those sales and that there are 10,000 people involved (that's probably high) and each person gets a few hundred dollars, which is better than a few hundred pats on the back.

      --
      Nerd rage is the funniest rage.
    2. Re:100k... by Squapper · · Score: 5, Informative

      Indeed. I am a senior 3d-artist working in the game industry, and my salary for a game is nowhere near 100k

    3. Re:100k... by 91degrees · · Score: 1

      Speaking as a game developer, I wouldn't say no to per-unit royalties either.

      It's not going to happen. I don't think it happens in most of the TV and film industry either. Special effects guys are paid an agreed upfront rate. I'm pretty certain the only people that can demand a percentage of gross are the actors, writer and director.

    4. Re:100k... by Tim+C · · Score: 1

      I'm pretty certain the only people that can demand a percentage of gross are the actors, writer and director.

      And even then only if they're superstars. Sure, Tom Cruise or someone can probably demand $100mil + percentage, but Jo Bitpart most definitely can't.

    5. Re:100k... by 91degrees · · Score: 1

      Well, to demand an explicit percentage of gross you need to be the reason people will see the film, but anyone on the credits will still receive residuals based on standard Screen Actors guild rates.

    6. Re:100k... by Franklin+Brauner · · Score: 1

      Indeed. I am a senior 3d-artist working in the game industry, and my salary for a game is nowhere near 100k Maybe that's because you don't have a union like SAG that fights for your creative rights. Maybe you should.
    7. Re:100k... by Ripit · · Score: 1

      I wonder if the voice actor thinks that Rockstar wouldn't be able to find someone to do basically the same quality of voice acting for $99,000, or $98,000. Somehow, I think they could..
      Did you play GTAIV? This guy did a fucking spot-on job in the role of Niko Bellic.

      Countless video games have been marred by subpar voice acting. I've always wondered how programmers and artists feel when they experience a finished product and they realize all their hard work has been ruined by cheap, crappy acting. Assassin's Creed comes to mind immediately.

      Like it or not, acting and music will be playing an increasingly larger role in video game development. I'm not saying the programmers and artists deserve to be paid less, but they will have to compete for their slice of the pie. The actors and musicians are represented by strong unions who fight for their members. Are the programmers?
    8. Re:100k... by Digestromath · · Score: 1
      If actors unions push for this the games industry will simply regress. They will go back to the earliest traditions of getting someone already working (artist, programmer, administrative assistant etc.) for the studio to do the voice over work.

      Game studios don't belong to any production collective bargaining unions and likely never will. There is just to much bullshit for them to put up with.

      Imagine having to have a directors guild director, all your designers in a screen writers guild etc. Not going to happen.

    9. Re:100k... by mcvos · · Score: 1

      Countless video games have been marred by subpar voice acting. I've always wondered how programmers and artists feel when they experience a finished product and they realize all their hard work has been ruined by cheap, crappy acting. Assassin's Creed comes to mind immediately. Yet despite its crappy voice acting, Assassin's Creed was a very successful game.

      I'm not saying the programmers and artists deserve to be paid less, but they will have to compete for their slice of the pie. The actors and musicians are represented by strong unions who fight for their members. Are the programmers? Perhaps programmers should get a union too. I'd love to see managers and voice actors create a game without the help of programmers.
  4. What's wrong with that? by moz13 · · Score: 2, Insightful

    Did he not agree to the (generous) salary? His union doesn't have the royalty deals Hollywood has had in place for ages, but look how those have turned out: voodoo bookkeeping to try to work around those royalties. And do the game's programmers and artists not deserve a percent of the sales as well? Bleh... I can see a decent argument to be made for profit sharing of a game's sales with the team that made it, but this guy just comes off like an ass.

    1. Re:What's wrong with that? by Anonymous Coward · · Score: 0

      he comes off poorly because he is well paid for what he does, but he does address a large issue. rockstar is raking it in through the work of programmers, artists, and others, but only the top brass at the company are reaping the rewards. this is an argument for general profit sharing all along the line, from developers to voice actors. if it takes one VA's whining to get bonuses for the people in the trenches writing code, then the net result is a good one.

    2. Re:What's wrong with that? by X-bubblehead · · Score: 1

      And how do you know that there is not profit sharing all along the line? Do you work for Rockstar?

  5. work is.a mutually benefical arrangement... by Anonymous Coward · · Score: 2, Insightful

    you provide time and a service in return for a pre-negotiated payment.

    if he feels he didn't get paid enough, he shouldn't have taken the job. he can't blame the union now. obviously he's so famous he could have gotten work somewhere else and earned more, right?

    if he think he wouldn't have gotten the job if he held out for more money, well, that's how it works. if you provide a service that anybody else can provide (reading from a script), then your pay will not approach 7 digits. i can't go to my boss now and ask for 300k/yr, when i can be easily replaced.

  6. subject for the witty cat got your tounge comment by Anonymous Coward · · Score: 0

    if you dont like the working conditions or renumeration then dont do the job.

    taking the dollars from the man and they complaing that your union is at fault is just whineing to me

    find another job where you can make 100K in a few months and i am pretty sure it wont come with residuals

  7. Keep the greed contained by YojimboJango · · Score: 5, Insightful

    You were hired to do a job and you got 100k for it. Shut up and be glad you have a job in this economy. It always pissed me off how actors say that they 'deserve' millions on millions of dollars for their 4 hours of work a day. I'd be happy to see this trend not extend into the video game industry.

    1. Re:Keep the greed contained by Anonymous Coward · · Score: 0

      If voice actors like him *did* have the foresight to say "hey, I'll demand a percentage!", I bet you would see a significant improvement in computer-generated speech in the near future. Software doesn't demand a percentage.

      Free tip for starving voice actors: learn Japanese. The Japanese seem to love their voice actors, and anime is a huge market.

  8. "creative people"? by Anonymous Coward · · Score: 0

    On the list of "creative people" involved with a video game, a voice "actor" comes a long way down the list, and contributes nothing to the success or failure of a game.

    If Hollick's union wanted to play silly buggers, someone would have to explain to me why I would want to employ a union actor.

    1. Re:"creative people"? by Rosco+P.+Coltrane · · Score: 4, Insightful

      If Hollick's union wanted to play silly buggers, someone would have to explain to me why I would want to employ a union actor.

      Successful unions usually do all they can to ensure everybody in their fields joins them, and those who don't get no work. I deal with unions all the time and often they are worse than the mafia. In many places, you can't hold a job for long or get promoted if you don't join the union and obey.

      In short: if a video game actor's union is created, you quickly won't be able to employ a non-union actor at all.

      --
      "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    2. Re:"creative people"? by Anonymous Coward · · Score: 0

      or you could hire family and friends

      a union could try to dominate but they really wouldnt have any leverage.

    3. Re:"creative people"? by Anonymous Coward · · Score: 4, Interesting

      As game developers, we're already bound that way if we use any Screen Actors Guild members. If you use one, you have to use only SAG talent, or you'll be blacklisted and never get to use any SAG talent ever again.

      Unions suck. Please don't get them any deeper into my industry than they already are.

      As far as being paid points off the back end goes, if you're not that central to the project, don't expect a slice of the profits.

    4. Re:"creative people"? by Joe+the+Lesser · · Score: 0

      If the unions weren't there, the workers would be worse off at the merciless hands of the studios. There would be no health care or dental care, and you'd be fired for no reason without severance. If a lull occurs in production, you'd be screwed when the bills come. Every week you wouldn't be sure you'd be taken care of.

      Without unions the studio's would just hire the cheapest labor they could find, and everyone would lose even more as they undercut each other. Only by cooperating can professionals obtain reasonable pay and benefits.

      Just because unions are difficult does not mean they are bad, they like a vaccine, are there to prevent a greater evil.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    5. Re:"creative people"? by Anonymous Coward · · Score: 0

      That's how the VA industry works pretty much already.

    6. Re:"creative people"? by houghi · · Score: 2, Informative

      I would hate not to have a choice on what Union I join. In Belgium there is no union per profession. You have different unions who have different branches.
      Also each company with more then 50 employees MUST have a union representative(s) who everybody (even non-union workers) can vote for.

      Nobody in the company care whether I am a member of a union or not.

      So if I would not like how one union represented me, I would be able to go to an other. Choice matters.

      --
      Don't fight for your country, if your country does not fight for you.
    7. Re:"creative people"? by Anonymous Coward · · Score: 0

      How important is acting in the video game? The people who make the game can probably do most of it themselves without hiring an actor.

    8. Re:"creative people"? by Anonymous Coward · · Score: 0

      You're kidding, right?

      How come unions aren't ubiquitous then? Why is it that I don't have to join a Sysadmin union to be able to find a job with good benefits, etc? Hmm.. could it have anything to do with the fact that my job requires skilled labor and there aren't enough people willing to put in the time to gain that level of skill so there is a healthy demand for good workers?

      Here's a possible revelation: good people can demand good money. Go ahead and replace me with someone asking half my salary. They won't be up to snuff. They'll suck. Market forces, basic supply and demand in a skilled profession protect my pay and benefits.

      So I guess what you're saying is hollywood is basically unskilled work. Like steel mill workers that were too poor to move to a new city and were essentially trapped by large monopolizing corporations that paid them a bare wage and were getting away with it before unions. So I think you just need to remove the word 'professionals' and you're good to go.

    9. Re:"creative people"? by BendingSpoons · · Score: 1

      If you want to see just how hilariously bad video-game acting can be, check out 'Star Wars: Rebel Assault II' for the original Playstation. It's got live-action video of people that *have* to be the game programmers. If you traveled to every community theater in the United States, you still wouldn't see acting as poor as you'll find in Rebel Assault.

      But don't take my word for it. Do a search on youtube - there's a lot of game footage on there. The video intro to "Chapter II" is probably the funniest.

      --
      For all we know the moon may be as conscious as a poet or a realtor, and extremely weary of its monotonous round. - HLM
    10. Re:"creative people"? by Achoi77 · · Score: 1

      Is the talent pool so limited that being blacklisted from SAG is going to severely limit the quality of the game? Because if it will, then that game is going to suck. I can see where if they wanted to use big name actors it may be a big deal, but otherwise, why should game developers even CARE?

      It sounds like developers are using SAG as nothing more than a resource for easy access to voices - kinda like stock photography. Video games don't need voice actors, it's the opposite - voice actors need video games.

    11. Re:"creative people"? by geekoid · · Score: 1

      Yes, but these unions are out of hand. I am pro Union, but the way the entertainment Unions can destroy things is just phenomenal.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    12. Re:"creative people"? by cleavetoo · · Score: 1

      There won't be a "video Game Actor's Union" created. The union he is referring to is SAG. SAG already has jurisdiction of this realm of media but because it's such a small market (up to now) they have not pursued more generous agreements or signatories in this market. Unlike the big media companies, I don't see that they have a way to stronghold the publishers and developers of games to sign with the unions. There's no clear advantage to them. But there are countless non-union jobs in television, film and other production venues and SAG isn't interested in them. Film is different because of the visual component of an actor's job. But in video games, it's just the voice. There are a lot more outlets for talents non union voice actors that film just doesn't have for seasoned talent.

    13. Re:"creative people"? by Roxton · · Score: 1

      Every agreement should have the interests of all parties represented.

      When companies have to compete to attract labor, that's usually a pretty good mechanism for getting the interests of labor represented in the agreement. If an industry does not have to compete to attract labor or if companies in the industry share a set of employment practices, that's effectively a one-sided negotiation.

      Every interest should have a seat at the bargaining table. The only question is whether organizing is more trouble than it's worth.

      Don't you think it's kind of sad that we had to pass a law to require cell carriers to allow phone numbers to be transferred? That should have been easy. We should have "unions" that represent consumer interests. Maybe we should have lots of unions - then the programmer union and the artist union could team up with the game publisher union to get the voice actor union to shut the hell up. ;-)

    14. Re:"creative people"? by Anonymous Coward · · Score: 0

      How many years for computer generated voices in games? 2-5?, then no actors are needed (unioned or not)

    15. Re:"creative people"? by Ripit · · Score: 1

      How come unions aren't ubiquitous then?
      Because organizing takes effort.

      Why is it that I don't have to join a Sysadmin union to be able to find a job with good benefits, etc?
      Because there is a huge demand for sysadmin work, and not enough good, qualified people to fill the spots.

      Hmm.. could it have anything to do with the fact that my job requires skilled labor
      You think acting isn't skilled labor? Do you even have a concept of the difference between an Oscar-winning actor and a novice? or a completely untrained actor?

      Here's a possible revelation: good people can demand good money. Go ahead and replace me with someone asking half my salary. They won't be up to snuff. They'll suck.
      This can be said of every profession that takes time to learn, including acting, sysadmining, plumbing, music, sports...

      Market forces, basic supply and demand in a skilled profession protect my pay and benefits.
      That is right. In your profession, there is a large demand for workers, and a short supply. You may be fortunate to have a boss that recognizes your level of skill. Care to guess how many sysadmins have been laid off and replaced with a cheaper worker?
    16. Re:"creative people"? by Anonymous Coward · · Score: 0

      It's better that way.

    17. Re:"creative people"? by Surt · · Score: 1

      The thing is that they are not, at all, in a position to do this yet. Actors are not the core of what makes video games good, at least not yet. Not even remotely. You can hire Joe Blow of the street to do the work, and it will be nearly as good. The players don't care. They may laugh a little if the voice acting is not great, but if the gameplay is still good, they'll still be happy. The games industry knows this for sure, because plenty of AAA titles have gone out without paying a union actor. This may change some day as motion capture / human capture improve, and the demarcation between acted cutscenes and game content fades away, but we are at least a decade, probably two, from seeing that happen.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    18. Re:"creative people"? by Kahan · · Score: 1

      Successful unions usually do all they can to ensure everybody in their fields joins them, and those who don't get no work. I deal with unions all the time and often they are worse than the mafia. In many places, you can't hold a job for long or get promoted if you don't join the union and obey. In short, they behave like every other self-interested economic entity, no? Sorry to break it to you, but that's what freedom of association is about. Why is it that when unions use every legal tool at their disposal to advance their interests to the limit that they can, people get all whiny and outraged, and yet when X business interest does the same thing, it's defended as the natural and wholesome workings of a free market? Bitch and heap scorn on people if you want, but it is really just envy, isn't it? You'd do EXACTLY the same thing, and you'd be silly not to.
    19. Re:"creative people"? by Anonymous Coward · · Score: 0

      Come on, its voice over work. Almost anybody can do that. Is all of the world going to be in this union?

    20. Re:"creative people"? by holywood57 · · Score: 1

      To Michael Hollick - cry me a fucking river. You agreed to be paid a certain amount and you got paid. If the game was a flop, could Rockstar come back to you and take some of your money away?

      I deal with unions all the time and often they are worse than the mafia.

      The best part is that in the GTA IV mission "Deconstruction for Beginners", your goal is to clear a construction site of union leaders, and on the way to the construction site one of the other characters even remarks that the unions in Liberty City are worse than the mafia.

    21. Re:"creative people"? by Anonymous Coward · · Score: 0

      IIRC, anyone who speaks in a SAG-covered production or productions (which means basically any TV show or movie, as well as some commercials) on two occasions more than 30 days apart has to join SAG, so I expect a lot of actors are already members.

    22. Re:"creative people"? by Anonymous Coward · · Score: 0

      It'd be totally and utterly illegal for businesses to use the techniques that unions use due to competition/antitrust law. This is for the simple reason that while they're in the business' self-interest, they're harmful to competition, innovation, the economy in general, and ultimately to consumers. Arguably, the same is true when unions do it, but they have wide-ranging exemptions to antitrust law and are in general very weakly regulated.

    23. Re:"creative people"? by Geminii · · Score: 1
      I guess it wouldn't work to ask around the development team and see if anyone wants to put on an accent for a week and make $20K?

      Then again, what are the chances that someone at a video game company would have experience in roleplaying, imitations, SCA characterization etc? Naah...

  9. Sorry but... by blahplusplus · · Score: 4, Insightful

    ... voice actors don't add that much to a game, the fact that he got 100,000 (more then most people make in a year) for the teeniest amount of work compared to the average worker, is just fucking appalling.

    I'd rather give those bonus's to the dev's that actually deserve it who spend 60-70 hours a week, then to some greedy VA, who does jack shit, when compared to the massive engineering that coders and artists and others on the team have to do.

    VA's do not add anywhere near the value that the actual team does, they're spoilt and the game industry should not cater to these fucks. I'd rather hire amateur VA's off the street then some hollywood fucktard.

    1. Re:Sorry but... by Anonymous Coward · · Score: 0

      >... voice actors don't add that much to a game,

      I disagree. I use Oblivion as my example: some awesome visuals and a huge world to explore. Unconvincing voice acting ruins the atmosphere.

    2. Re:Sorry but... by Anonymous Coward · · Score: 0

      VA's do not add anywhere near the value that the actual team does, they're spoilt and the game industry should not cater to these fucks. I'd rather hire amateur VA's off the street then some hollywood fucktard. How would you like Portal with amateur voice talent?

    3. Re:Sorry but... by Anonymous Coward · · Score: 0

      I'd rather hire amateur VA's off the street then some hollywood fucktard. Capcom employee spotted off the starboard bow!
    4. Re:Sorry but... by Anonymous Coward · · Score: 0

      Ugh, poor voice acting absolutely kills games. It's the uncanny valley of voice acting, I think. If it sucks or isn't there, it's a toy, but if it's there and bad, it just jars with you.

      I think this voice actor was really important to the success of GTA. Not just anybody could've done what he did, and he definitely deserves what he made. However, since the artists don't get a profit percentage either, I don't think he exceptionally deserves one. Stock options, definitely, royalties no.

    5. Re:Sorry but... by thtrgremlin · · Score: 1

      I worked in a small theater, meaning everyone has to do their part. There were people that specialized in certain skills of course, but they spent most of their time teaching others. Everyone took part in sewing costumes, building parts of the set, hunting down props, repainting the stage, handing out fliers, and selling tickets. I have never met an actor so good they should be excused from doing real work. Those people never lasted very long, and at very least never had as much fun.

      --
      Want Big Business out of government? Take away the incentive and start by getting government out of big business!
    6. Re:Sorry but... by Anonymous Coward · · Score: 0

      rather give those bonus's to the dev's [...] VA's do not add anywhere [...] rather hire amateur VA's off the street Never once, in the history of English, has an apostrophe correctly made something plural. Stop.
    7. Re:Sorry but... by Ripit · · Score: 1

      I'd rather hire amateur VA's off the street then some hollywood fucktard.
      Even if that Hollywood fucktard increased sales tenfold? If you had a contract with your employer that included residuals, you'd sure as hell want that fucktard on your team.
    8. Re:Sorry but... by MistrBlank · · Score: 1

      Or maybe you could take the tact that EVERYONE on board with the project should be taking home royalties including the voice actor, the sound engineers, the art department folks, level designers, character modelers, physics programmers, story writers, etc.

    9. Re:Sorry but... by Repossessed · · Score: 1

      I'm inclined to disagree, a good voice actor in a story intensive game contributes as much as any other good actor. But the truth is, there are a lot of good actors out there, and with (almost) no customers caring (or even knowing) who does the acting, you simply don't get to have the ridiculous contracts movie stars get.
      Michael Hollick is also hardly either a well recognized actor, or a very good one judging by GTA IV (of course, its a crap role for acting skills too, the cousin got all the best lines).

      --
      Liberte, Egalite, Fraternite (TM)
    10. Re:Sorry but... by Anonymous Coward · · Score: 0

      I can't believe this got modded +5 Insightful. The only appalling thing is your inability to comprehend the value of good voice acting.

    11. Re:Sorry but... by blahplusplus · · Score: 1

      A small theater is nothing like game development.

      An entire team of over 100 people spending literally 3 or more years of their life 60-70 hours a week for 3 years does not compare to some VA dude who comes in and works 90 days for less then 8 hours a day. If you were on the dev team (say you're in a lowly position like QA which gets paid shit, near minimum wage) and some chump who worked 90 odd days making $1000 day saying he wants royalties is simply inane, games aren't like movies at all. VA's are not central to the game, rockstar sold millions before all the fancy VA.

      VA's do like less then %1 of the work, a VA is like someone who brings you coffee in an office of rocket scientists. The guy who brought you coffee should not be payed $100K considering what they contributed to the rocket.

  10. Oh the poor bastard by amazeofdeath · · Score: 5, Funny

    $100k? How can you expect anyone to live on that? Where's the union when you need it the most?

    --
    U+F8FF
    1. Re:Oh the poor bastard by Rosco+P.+Coltrane · · Score: 2, Funny

      $100k? How can you expect anyone to live on that?

      Exactly. In euros, $100k it buys you a bus ticket these days...

      --
      "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    2. Re:Oh the poor bastard by Anonymous Coward · · Score: 0

      $100k? How can you expect anyone to live on that? Where's the union when you need it the most? ~
      there, fixed that for ya.
    3. Re:Oh the poor bastard by e4g4 · · Score: 1

      Sarcasm is almost always easily determined by context - this tilde nonsense is completely unnecessary.

      <comic-book-guy-voice>
      Ooh - a sarcasm notator, that's real useful.
      </comic-book-guy-voice>

      --
      The secret to creativity is knowing how to hide your sources. - Albert Einstein
  11. He got more than programmers... by mario_grgic · · Score: 2, Informative

    I would make a bet that he got paid more than the creative developers working 16 hours a day on the game implementation, and developers don't even have a union either.

    --
    As the island of our knowledge grows, so does the shore of our ignorance.
  12. Arrogant, egotistical, greedy... by Anonymous Coward · · Score: 0

    If he knew he would get paid 100k beforehand why in the world would he have bothered signing up to do it.

    Funnily enough, resources are scarce so not everyone can have what they want. What kind of parents do these people have? Ad hominem arguments are fair game here as it is such a preposterous question. This guy is just an opportunist.

  13. covetousness by Arthur+B. · · Score: 2, Insightful

    Look no further. Hey, a pile o'money, how come it's not mine.

    --
    \u262D = \u5350
  14. How long does it take? by phorm · · Score: 5, Insightful

    How long does it take to do the work? 6 months? A Year? Two to three years?

    I'd say that for a year or less of work, 100-grand is good money. If it's more than a year, then depending on the actual work/hours involved, perhaps he should be getting more. However, a million bucks? Maybe big-name actors make this much, but that doesn't automatically entitle video-game actors to the same. Moreover, I'm not really sure how much movie voice-actors make, but that would be a closer comparison.

    Sorry bud, but that's the way the industry works. If I write a piece of software for my company which they resell to clients, all I get is my original paycheque (perhaps a bonus if they're feeling generous). Just because some other overpaid smoe is making a million buckazoids or more doesn't automatically entitle you to that type of cash any more than it does me or the various others that work their butts off for a living.

    1. Re:How long does it take? by Zelos · · Score: 1

      Can it really have taken more than a couple of weeks? How many hours of dialogue are there in the game per character?

      The main story is something like 40 hours I think (I haven't played it). So maybe there's 10 hours of speech per character. Say 5 takes for each line, maybe he actually works 5 hours a day with overheads. That's 10 days, 2 working weeks.

      To be fair, though, acting jobs very often pay more than you'd think because the work is so infrequent. Appearing in one advert can be worth $10,000s for a couple of days work.

    2. Re:How long does it take? by Anonymous Coward · · Score: 0

      6 months? The guy could do all the voicing in a week.

      With internet distribution the idea of ongoing royalties is ridiculous and yet buyouts are still priced so that producers favor the standard payment plus royalty option. The market has changed and the whole idea of royalties, points and monkey points needs nixing.

      In defense of the big-bucks, sure a junior coder might not earn 100k in a year but a (voice) actor might not get another well paid gig for 18 months. That said, I personally think the level of renumeration is generous enough and it's annoying when people with that earning potential start whining. Afterall, if they don't like it they can try their luck at the 7-11.

    3. Re:How long does it take? by Dolohov · · Score: 1

      The original article said he made a little better than $1000/day, so this was about 100 days' work.

      Now, let's compare that to the average programmer. I don't know about Rockstar, but in the rest of the industry mandatory overtime is the norm, and salaries aren't anywhere near $1000/day.

      He can make the argument (and actors frequently do) that his talents were not interchangeable, and that his unique take on it was partly responsible for the game's success. If this were anything other than GTA IV, I'd be tempted to buy that argument, but this game was going to do well no matter what.

    4. Re:How long does it take? by 91degrees · · Score: 1

      There's more to it than that. You can't talk non-stop for 5 hours. There will be a lot more than 5 takes worth of talking. Each line will be directed and tried in a number of ways. Even our placeholder speech about 5 times as long to record as play back, and that's just done by one of the guys in the office.

    5. Re:How long does it take? by Zelos · · Score: 1

      Interesting, good point. I guess creative stuff always takes longer than you think - I read something recently saying that a decent drama TV series films an average of 3 minutes of finished footage per day.

      Still, $100k for a few months instead of a few weeks is still a pretty good salary.

    6. Re:How long does it take? by Zelos · · Score: 1

      (replying to myself)
      From actually reading the article, he was paid about $1,050 a day, so that's roughly 4-5 months work.

    7. Re:How long does it take? by kannibal_klown · · Score: 1

      However, a million bucks? Maybe big-name actors make this much, but that doesn't automatically entitle video-game actors to the same. Moreover, I'm not really sure how much movie voice-actors make, but that would be a closer comparison. I read his comment as the collective group of actors on the project could/should have gotten millions (combined), not just him or each person.

      So you figure you add up Niko, Roman, the other central characters, and everyone else and you could get $2.5 million.

      However, if Niko (the main character) got $100k then everyone combined probably equaled something like $250k.

      I don't think he's a whiner, from his standpoint he did the equivalent of a cartoon movie and isn't getting much on the back-end while in that situation the main characters usually do. Then again we're comparing Oranges to Grapefruits.

    8. Re:How long does it take? by Blimey85 · · Score: 1

      The VA's for the Simpsons supposedly get about $360k per episode and are now negotiating for $500k per episode. The season they are working on now was supposed to have 22 episodes but now maybe only have 20 because they are 2 months behind schedule. Even at only 20 episodes the stand to make a crap load. Every 3 episodes puts them over the million dollar mark. I can kinda understand where this guy is coming from.

      How much does a season of the Simpsons make compared to this game? How much does each VA make working on the Simpsons for this season? Compare that to what he made.

      But lets be fair, we're comparing apples to oranges. He is just a guy off the street who happened to get the job. The VA's for the Simpsons haven't always been making this much. It's gone up and up throughout the years because the Simpsons have continued to do well and their voices, their particular voices, are key to the show. Homer needs to sound like the Homer we know and love. They can't just hire someone else to do his voice.

      But again, I can kinda see where he would feel shafted considering how much this game has made but he got what he negotiated and should be happy with it. It's not like he was doing back breaking manual labor in the hot sun for that money.

      --
      How is it that one careless match can start a forest fire, but it takes a whole box to start a campfire?
    9. Re:How long does it take? by Anonymous Coward · · Score: 0

      To do voice work? Six months? A year? Are you kidding me?

      Guy probably came into the studio a few days at most. And for that he got $100K, and is whining because he didn't get more for less than a week's work.

  15. In other news by Rosco+P.+Coltrane · · Score: 5, Funny

    Fat short italian plumber dresses in red and stages protest in front of Nintendo office in Rome to claim unpaid billions.

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
  16. How much is enough? by Anonymous Coward · · Score: 0

    I mean, it'd seem to me that $100K sounds like a good deal; it's not that he had worked for more than a year with rockstar.. Even for a full years work over $5K per month should be enough to support your life and family.

    I'm guessing the programmers/modelers/artists are in the same position with the sound actors/motion actors etc. But they don't seem to complain as they'll probably make ends meet with what they got and probably even be happy have worked with a ultra-mega-successful project like GTA(4).

    To summarize: Enough is enough, if you want shitloads of money you should try investing in companies like Rockstar and Take Two.. Most people don't.

  17. He's being paid what he agreed to. by MMC+Monster · · Score: 1

    If he wanted more, he should have written it into his contract to get a percentage of the gross/net.

    Maybe he can use his leverage to get other voice acting jobs?

    --
    Help! I'm a slashdot refugee.
    1. Re:He's being paid what he agreed to. by QuantumPete · · Score: 5, Informative

      Voice actors are unionised. So he can't haggle for his own contract, but he has to agree to one that the industry and unions have worked out previously. If he wants percentages, he'd have to leave the union (and then be fairly unemployable) or get the union to renegotiate its contracts (which I guess is what the whole point of the article is).

      --
      QuantumPete
    2. Re:He's being paid what he agreed to. by Anonymous Coward · · Score: 0

      Aren't all the big Hollywood names members of the SAG? They negotiate their own contracts. Why should he be any different?

    3. Re:He's being paid what he agreed to. by Bob9113 · · Score: 1

      Voice actors are unionised. So he can't haggle for his own contract, but he has to agree to one that the industry and unions have worked out previously. If he wants percentages, he'd have to leave the union (and then be fairly unemployable) or get the union to renegotiate its contracts (which I guess is what the whole point of the article is).

      Ummm, you're high. The levels set by the union are the minimum. If he accepts less he gets booted out of the union. But he can make more all day long.

      You don't see Mel Gibson getting paid scale, do you?

      Not informative.

  18. You've got to be kidding me... by Anonymous Coward · · Score: 2, Insightful

    Is this guy for real? He wants royalties on a video game that he voice acted for?

    Let me get this straight...this no-name actor comes in about halfway into the development of the game, gets a script, gets into a recording studio and records some voice for a period of a few weeks, two months tops, and gets paid $100,000 for it, and now he's complaining that he's not getting royalties for the game?

    What about the programmers, artists, and designers who worked at the company for years from beginning to end of the development of this game, and near the end of the development cycle worked every saturday and some sundays, and worked 10-14 hours per day to get the game done in time?

    Games are different from movies and TV shows. In film, actors are central to the product, in games, they're secondary, they're flavor that the developers of the game can choose to put in, but don't need in order to sell the game. The people central to video game development are the people who work on making the game itself. If anyone deserves royalties on the game, its these people, because they put in way more effort than a few weeks of reading lines off a sheet of paper.

  19. oh please by dj245 · · Score: 1, Insightful

    His version of a russian accent is pretty awful. Really listen to it. I really have to wonder why they didn't find someone who actually spoke english as a second language. I think he did well to get 100k.

    --
    Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
    1. Re:oh please by jaymz2k4 · · Score: 1

      russian? so you've not actually played GTA IV then. regardless of that, i thought he did a pretty good job. all these people saying 'oh please it was terrible acting anyway', i'd really hate to have to listen to their rendition.

      --
      jaymz
    2. Re:oh please by Anonymous Coward · · Score: 5, Informative

      Not russian, serbian. I am serbian. His accent is ok. They need to tone it down otherwise no one understand him!

    3. Re:oh please by Anonymous Coward · · Score: 1, Insightful

      His version of a russian accent is pretty awful. Despite the fact that it's mentioned several times in the game where Niko Bellic is from, I'm not surprised that some US gamers still think he's Russian. It's a shame really, as Niko's back-story is tied to the tragic history of the Balkans - something I suspect may be lost on those who can't see beyond the borders of their own country.

      At least there's a helpful travel section in GTA IV for Texans and other ignorant US citizens.
    4. Re:oh please by Anonymous Coward · · Score: 2, Informative

      Maybe it's because Nico Bellic is not russian but from ex-Yougoslavia?

    5. Re:oh please by Anonymous Coward · · Score: 0

      I just find it fascinating how throughout the game supposedly serbian characters don't know how to pronounce their own name, Belic. Hint, it's not Bellick, it's Behlitz or Behlitsh.

    6. Re:oh please by Anonymous Coward · · Score: 0

      .. let alone his Serbian accent. /nitpick

    7. Re:oh please by zhevek · · Score: 2, Informative

      Except Niko is not Russian, he's Serbian. Did you play the game and listen to the dialogue? If you had, this point was pretty well made.

    8. Re:oh please by Anonymous Coward · · Score: 0

      His version of a russian accent is pretty awful. Really listen to it. I really have to wonder why they didn't find someone who actually spoke english as a second language. I think he did well to get 100k. His character is not Russian.

      I find his pleas for more financial consideration amusing. His voice mostly occurs in the cut scenes, which I find dreadfully tedious and I skip through half the time. Dude, nobody knows who you are and more importantly, nobody cares.
    9. Re:oh please by Buelldozer · · Score: 1

      Here I go replying to an AC. Oh well. How arrogant of you to assume that the ability to differentiate a Russian accent from a Serbian one somehow makes someone superior to someone else! For instance, can you personally differentiate between the southern accent of a citizen of the State of Alabama and the southern accent of a citizen of the State of Texas? How about the accent difference between a Nebraskan and a Wyomingite? Michigan and Indiana? I'm almost willing to guarantee that you cannot do it for any of the examples I list. Yet here you are bashing and trolling on "ignorant US citizen" for something that you yourself likely cannot do. You're a no imagination troll with a superiority complex. I'd recommend that you get over yourself and stop looking down your nose at everyone...before your view gets bent.

    10. Re:oh please by Anonymous Coward · · Score: 0

      For instance, can you personally differentiate between the southern accent of a citizen of the State of Alabama and the southern accent of a citizen of the State of Texas? Again your ignorance continues. You compare two different nation states (Serbia and Russia) to two parts of the same country. So you couldn't even think of one other country outside of your own (here's a hint, there is Canada to the north).

      Unfortunately many people outside of the US can tell the difference between a gun totting red-neck Texan and a bible bashing Wyomingite. And they could probably name most if not all states of the US and tell you a little about them. I'm sure, however, that you and a vast majority of the brain-washed violent hordes living in the US could not name the regions of other countries, let alone know where most other countries are.

      It's very amusing watching a US tourist (one of the brave few who has decided to step outside the land of fear, violence, and religious extremism) trying to draw a world map (a standard test I pose those asking for help). To them it is as if Europe is one country, the USSR still exists, Africa is tiny and comprised of only one nation state, and that the only Asian nation is Japan. However, I suppose it's not your fault that all you were taught in school was that Jesus came down to earth to bury fake dinosaur bones to fool the communists.

      Oh, and the dialogue in GTAIV states that Niko is not from Russia, SEVERAL TIMES. You don't have to tell the difference between two accents to know that Niko is not Russian, you just have to listen to what someone says.
  20. When your name can... by Hangtime · · Score: 3, Insightful

    bring in hundred of thousands in unit game sales with your name then you can whine. Right now, you could sub that voice out with any other and it would not make one difference in sales. For the closest approximation think Mark Hamill who did video cut scenes for the Wing Commander games back in the mid-90s. People bought that game because he was a part of it, he can ask for royalties. If they made another GTA IV with the same Niko character but with a different voice actor would it matter? Heck no because I don't play the game for the voices, I play for the gameplay.

    1. Re:When your name can... by grm_wnr · · Score: 4, Funny

      I bought Portal for Mike Patton.

    2. Re:When your name can... by dylan.star · · Score: 1

      He's really overrated his role in the game.

      Ironically if actors did sell games he would have no doubt been passed over for a bigger name.

    3. Re:When your name can... by Icculus · · Score: 1

      think Mark Hamill who did video cut scenes for the Wing Commander games back in the mid-90s. People bought that game because he was a part of it, he can ask for royalties.

      I think I bought the game despite the fact he was in it...

    4. Re:When your name can... by dylan.star · · Score: 1

      Ironically if high profile actors sold games they would have passed over this guy for a bigger name.

    5. Re:When your name can... by Anonymous Coward · · Score: 0

      I think we have a winner here.

  21. risk vs. reward by G4from128k · · Score: 2, Insightful

    Would this actor have been willing to return the $100K (or more) if the game had lost money?

    If someone wants to share in the rewards of a blockbuster products, they need to be willing to share in the losses from flops.

    --
    Two wrongs don't make a right, but three lefts do.
    1. Re:risk vs. reward by roblarky · · Score: 0

      Better yet, he's probably cut himself out of future considerations with RockStar, with this kind of attitude. Just like working on a project, you want the people to HIRE YOU AGAIN!

    2. Re:risk vs. reward by SendBot · · Score: 1

      your point is interesting, but this project was hardly a gamble.

      If he had held out for more money, they would have found someone else to do the work, which supports his argument of blaming the union.

      Personally, I think he should be glowing over the fame and recognition. The 100k is just a sweet bonus!

      As others have mentioned, there is waaaaay more talent that went into producing the wonder that is gta4 beyond the voice actors (who are also very talented). It's doubtful that they were paid on the same scale, but they are sure to find recognition as well.

      As for movie actors being paid obscenely? I'm voting with my wallet by watching less movies (or waiting for them to be available cheaply) and spending more time with video games. Perhaps if the studios paid the major actors less and reduced the admission price, they'd see less "customer feedback" in terms of piracy. As it is, I'm paying too much for quality low-budget films to sponsor the high-budget crap hollywood stamps out.

  22. I concur by scubamage · · Score: 1

    I have to agree. Sports stars do what.. play with their balls for a few hours and then treat their public like crap? Movie stars do cocaine. Musicians drive around in gold plated limos. The only real branch of entertainment that doesn't get its due is video games. Seriously though, why should a voice actor for an animated movie get royalties, and then a voice actor for a video game not get anything? They both deserve their due. However, I also think the programmers and everyone else involved deserves some kind of royalty, considering they ALL busted their humps to release a masterpiece such as GTA4.

    1. Re:I concur by LingNoi · · Score: 1

      Without the sports star they can't win the game, without the movie actor they can't make the movie. The same can not be said at all for Voice Acting in a computer game.

    2. Re:I concur by scubamage · · Score: 2

      Without the good voice actor, the video game gets bad ratings and often gets undersold. Read gamespot reviews, or ign reviews, and one of the first things they often nail a game for is bad voice acting, or heap praise for believable voice acting.

    3. Re:I concur by LingNoi · · Score: 1

      Bullshit.

    4. Re:I concur by drsquare · · Score: 1

      Most people don't read gamespot or ign, and don't give a shit about voice acting, which is 99% abysmal anyway. There are a million people in the UK alone who could do a convincing dodgy Eastern-European accent, and they'd do it for minimum wage.

  23. This is not television, film, or radio by Schnapple · · Score: 4, Insightful

    If this was television, film, or radio, Hollick and the other GTA actors could have made millions by now.
    Simple, this is not television, film, or radio. You, as actors, are not what is driving this vehicle. People play these games because they want to play GTA4. If the character was mute and you had to read text (as is the case with a number of other games) the game would feel different but I think it would have sold just as well.

    Contrast that to movies or television where people go to see movies and watch television shows because of the actors and actresses involved. People will go to see a movie with Angelina Jolie in it because she's so damn hot and the studios know this so they hire her, and she knows this so she charges $20M.

    Now to this guy's credit as near as I can tell he's not saying "I was robbed and deceived", he's just saying "gee, I was the main actor in a game which has made $500M, it would be nice if I had been paid more." With all due respect, you didn't get paid more because you're a nobody. I'm not trying to be mean - but you're not George Clooney, you're someone who did soap operas to this point. You did an excellent job, and you were helped by the "Pixar Effect" of using a high quality but unknown actor to avoid distractions. But you were paid the amount you were because you're an unknown. Heck, you got paid a lot more than the average person does in a year, and I doubt this was the only gig you had. If they ever make a sequel to this game and reuse your character (unlikely, since like the Final Fantasy franchise they change characters and settings entirely from game to game) then renegotiate for more money. But in the meantime, just enjoy the fame and likelihood of getting future work.
    1. Re:This is not television, film, or radio by revengebomber · · Score: 1

      Simple, this is not television, film, or radio. You, as actors, are not what is driving this vehicle. People play these games because they want to play GTA4. If the character was mute and you had to read text (as is the case with a number of other games) the game would feel different but I think it would have sold just as well. *Sprint Enabled*
      [Crowbar Hit]
      [Pained Screams]
      [Crowbar Hit]
      [Crowbar Hit]
      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:This is not television, film, or radio by TrekkieGod · · Score: 1

      "Pixar Effect" of using a high quality but unknown actor to avoid distractions

      I like Pixar movies, but lets not attribute that kind of virtue to them ok? They get quite a few well known actors to attract viewers for every movie they make

      Toy Story: Tom Hanks, Tim Allen
      A Bug's Life: Kevin Spacey
      Toy Story 2: Tom Hanks, Tim Allen, Joan Cusack, Kelsey Grammer
      Monsters, Inc: John Goodman, Billy Crystal
      Finding Nemo: Ellen DeGeneres, Willem Dafoe
      The Incredibles: Samuel L. Jackson
      Cars: Owen Wilson, Michael Keaton, Paul Newman
      Ratatouille: Ian Holm, Peter O'Toole

      That list is from memory, so I might actually be missing some big names there.

      --

      Warning: Opinions known to be heavily biased.

    3. Re:This is not television, film, or radio by 16K+Ram+Pack · · Score: 1
      You missed out:-

      Everything: John Ratzenberger

      However, where Pixar generally differ from the rest is not making a big deal out of the voice cast. The trailer for The Incredibles didn't tell you that it was starring Holly Hunter and Samuel L Jackson.

      It seems to me that they pick distinctive voices because you want lots of contrast in animation (I think Peter O'Toole was spot on for Anton Ego).

      The least-good Pixar movie was Cars, and it was the one movie where they made a big deal out of who the cast was.

    4. Re:This is not television, film, or radio by geekoid · · Score: 1

      Even if ity was George Clooney, would it have sold more games? No.

      Hell I could have done the voice and it wouldn't have sold any fewer games.

      "You, as actors, are not what is driving this vehicle."
      Exactly correct, and a nice GTA pun to boot!

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:This is not television, film, or radio by Anonymous Coward · · Score: 0

      In GTA3, the main character *was* mute.

    6. Re:This is not television, film, or radio by kidgenius · · Score: 1
      Here's something though....

      Cast of The Simpsons gets quite a bit of cash per episode. Yeah, they've been doing this for a while, and The Simpsons is a well entrenched money-making show, but so is the GTA series. For approximately 30 minutes of VO work, a cast member of The Simpsons will make a couple hundred thousand. The cast are not "big name" actors really. People don't watch The Simpsons for Hank Azaria or Dan Castellanata. Why shouldn't a VO in a video game be paid on a similar scale?

    7. Re:This is not television, film, or radio by Ripit · · Score: 1

      Simple, this is not television, film, or radio. You, as actors, are not what is driving this vehicle. People play these games because they want to play GTA4. If the character was mute and you had to read text (as is the case with a number of other games) the game would feel different but I think it would have sold just as well.
      This game is centered around this character's experience. If you think the game would have been just as good with no voiceovers, you're crazy.

      Now to this guy's credit as near as I can tell he's not saying "I was robbed and deceived", he's just saying "gee, I was the main actor in a game which has made $500M, it would be nice if I had been paid more." With all due respect, you didn't get paid more because you're a nobody. I'm not trying to be mean - but you're not George Clooney, you're someone who did soap operas to this point. You did an excellent job, and you were helped by the "Pixar Effect" of using a high quality but unknown actor to avoid distractions. But you were paid the amount you were because you're an unknown. Heck, you got paid a lot more than the average person does in a year, and I doubt this was the only gig you had. If they ever make a sequel to this game and reuse your character (unlikely, since like the Final Fantasy franchise they change characters and settings entirely from game to game) then renegotiate for more money. But in the meantime, just enjoy the fame and likelihood of getting future work.
      You got this part right on.
    8. Re:This is not television, film, or radio by Schnapple · · Score: 1

      I should have said "B-list actor" or "actor with less distinguished voice" instead of "unknown actor". And yes, the use of people like Billy Crystal, Tom Hanks and Samuel L Jackson throw this theory off (though, in the case of Toy Story, they hadn't thought of this idea yet).

      Case in point: ANTZ. That movie, which went up against A Bug's Life, used people like Gene Hackman and Sylvester Stallone for the voice acting. They have such distinctive voices that you didn't pay attention to the movie, you pictured Stallone in the studio recording his lines. But the entire time I watched A Bug's Life I had no idea it was Kevin Spacey. Or Dave Foley. When the Incredibles trailer came out, no one could figure out who Mr. Incredible's voice was, not one person guessed it was Craig T. Nelson.

      If Rockstar had hired Al Pacino or someone similar to do the voice acting they would have distracted their audience considerably.

    9. Re:This is not television, film, or radio by Schnapple · · Score: 1

      Two responses:

      1. The Simpsons voice actors are highly paid because they fought tooth and nail for over a decade to be that way. Fox underpaid them considerably for a long time, even threatening to replace them because "who could tell the difference?" and going so far as to kill off Maude Flanders when they could not reach an agreement with the voice actress over pay (the actress had a long commute and wanted extra to compensate her travel expenses). Fox has never had that many popular shows and so they desperately need to hang on to The Simpsons so they keep the actors well paid and happy now, but it wasn't always that way.

      By your own analogy, this actor should be paid for sequel work, but since we know the GTA franchise is like the Final Fantasy franchise in that the characters and settings do not get reused, this won't happen.

      2. The Simpsons voice actors are part of the winning formula. The cast of Friends pulled off a million dollars per episode each at the end of their run. Any one of a hundred Eastern European voice actors could have admirably done the same job as this guy probably. He was an unknown prior to this game. The Simpsons voice actors pull off salaries because they're somebodies.

    10. Re:This is not television, film, or radio by 16K+Ram+Pack · · Score: 1
      I think Pixar get it about right with voices. It seems to me that they don't just use a voice because it reaches the right demographic, or because of familiarity, but because it's right for the character.

      Billy Crystal and John Goodman were absolutely spot on for Monster's Inc, as were Steve Buscemi and James Coburn. But then, so was Albert Brooks in Finding Nemo, and he's hardly A-list.

    11. Re:This is not television, film, or radio by DeafByBeheading · · Score: 1

      Is this Pixar effect Rock Star's reason for GTA IV voice casting? I noticed that they have much less-known actors for IV than they did for III (Joe Pantoliano, Michael Madsen, Michael Rappaport), VC (Ray Liotta, Luis Guzman, Dennis Hopper), or SA (Ice-T, Samuel L Jackson, Chris Penn)...

      --
      Telltale Games: Bone, Sam and Max
  24. What bullshit by el_munkie · · Score: 4, Insightful

    He signed the contract. He knew the terms going into it. He is actually very lucky since voice actors are pretty easy to find and have low standards for compensation. His role in this game will get him all kinds of work he would not have gotten otherwise.

    And his voice is not an integral part of the game. Any halfway competent voice actor would have sufficed. The real stars are the programmers and designers.

    1. Re:What bullshit by Anonymous Coward · · Score: 0

      Here, here. Nothing is more annoying than someone who agrees to a deal up front then demands more on the back end. You agreed to it dude. Next time, negotiate a deal with royalties. Lesson learned.

    2. Re:What bullshit by Bogtha · · Score: 3, Insightful

      He signed the contract. He knew the terms going into it.

      Exactly. Which makes things like this laughable:

      I don't blame Rockstar. I blame our union

      How about blaming yourself for agreeing to terms you apparently find unconscionable? Oh but wait, once you've got the gig it's easy to bitch about how you deserve more, but I bet if you had said to them up front that 100K wasn't enough, they'd have laughed in your face and hired somebody else for 100K. Because let's face it, no matter how much money they made, you aren't worth more than 100K to them. And if that's not acceptable to you, you shouldn't have accepted the job.

      --
      Bogtha Bogtha Bogtha
  25. Good voice actors are great and all by Broken+scope · · Score: 1

    But if I remember correctly this guy got paid something like $1000 for a single day of recording.

    Yes, good voice acting does help make a character better, yes it can be a hard job depending on what they need you to do, and yes I'm pretty sure there was a ton of dialog to record for the game.

    But he makes just as much money as some folks for 1/3 or even 1/4 of the amount of time actually spent in the "office". He can probably do work on multiple projects too.

    --
    You mad
  26. Salary + royalties????? by Gewalt · · Score: 1

    Salary + Royalties is a damn JOKE. This should not be happening in ANY industry. I do, however, agree that "royalty" should be an option for payment for services rendered, but it should never come with a salary as well. If anything, that option should come with an *investment* requirement.

    ie; if an actor wants to collect royalties for a venture, then they should have to pay to be in it. They should not be getting paid cake and then getting to eat it forever too.

    --
    Modding Trolls +1 inciteful since 1999
  27. Buck up Michael.... by Hankapobe · · Score: 1
    Hollywood, unable to come up with original stories, will make a movie version of GTA. You look like the type of guy who'd play the character (I know what you look like thanks to the publicity from this story) and since you're the voice of the character in the game, I think you'd be a shoe in for the lead - for an incredibly high (possibly record breaking) starting pay for a newcomer in films.

    I'm posting this assuming you or your agent hasn't thought of all this and your recent media comments aren't just a ploy to get your face recognized for any future casting of said movie.

    1. Re:Buck up Michael.... by NotBornYesterday · · Score: 1

      Sure, but as a movie version of a video game (effectively a sequel), that movie is almost guaranteed to suck, and therefore not generate the royalties he's looking for.

      --
      I prefer rogues to imbeciles because they sometimes take a rest.
  28. Another industry watchdog appears, then by xuanyou · · Score: 1

    Game Actors' Industry Assosication of America, otherwise known as GAIAA. After they lobby for exorbitant royalties to be paid to game cinematic actors or voice actors, games start marketing campaigns based on how good-looking (or sounding) their actors are, and they start sueing 15-year olds for copying games. Later, Joe Kucan develops a celebrity syndrome where he joins Scientology and drives a Prius. But on a more serious note, I wonder how much Joe Kucan made from Westwood/EA. He's the most memorable cinematic actor imho.

    --
    - xuanyou
  29. I want to blame my trade union too... by 140Mandak262Jamuna · · Score: 1
    You I wrote the module that is critical to out company's product. Total sales of the product over the last 14 years is over 500 million dollars. Apart from the measly 1.4 mill they gave as salary over the 14 yeas for being a software engineer, I didn't get anything else. I want to blame the Software Engineers union for not negotiating better compensation for me.

    Wait, whatever trade group I could join as a software engineer does not have the same clout as UAW or USW. And if it did it would have run to ground the software industry as surely as UAW did the auto industry.

    Why does this dumb actor, who just recited the lines given to him is more important than the people who scripted those lines, people who provided the content and context that provided entertainment to the user ,feel entitled to a share of the profits? In movies, sports and other such places where the name recognition of the celebrity sells the product, there is a legitimate claim to a share of the profits. If the sales of GTA did not improve just because it was this joker who spoke the lines, he is just another hacker and he deserves a salary not royalty. People who buy my company's product don't buy it because 140Mandak262Jamuna wrote the code. If I have that kind of name recognition, I can demand royalty. Till then I should be satisfied with whatever salary/stock options I can negotiate for me by myself on the strength of my work. And my work is definitely lot more creative and has lot more intellectual property than his voice. But our users buy the product on its merits, not on the name of the author.

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
    1. Re:I want to blame my trade union too... by Anonymous Coward · · Score: 0

      feel entitled

      No different from any other copyright or patent holder who thinks they can just do something once and profit off of it for as long as it lasts.

    2. Re:I want to blame my trade union too... by blahplusplus · · Score: 1

      "Why does this dumb actor, who just recited the lines given to him is more important than the people who scripted those lines, people who provided the content and context that provided entertainment to the user ,feel entitled to a share of the profits?"

      He's a tool who has no understanding of the game industry, it's obvious, he doesn't understand that his job is practically irrelevant to the sales, he just wants a free ride on the backs of the developers, not unlike what publishers already do to developers.

  30. If he did not like the terms... by InvisblePinkUnicorn · · Score: 4, Interesting

    ... then why did he sign the contract? Had he not heard of all the previous GTAs enough to know that GTA IV would be a huge success?

    1. Re:If he did not like the terms... by Lumpy · · Score: 1

      ... then why did he sign the contract? Had he not heard of all the previous GTAs enough to know that GTA IV would be a huge success?

      Because there were 30 more voice acotrs lined up behind him that would be very happy to take the $100,000.00US for the tiny amount of work that is needed to be done for that money.

      --
      Do not look at laser with remaining good eye.
    2. Re:If he did not like the terms... by InvisblePinkUnicorn · · Score: 1

      Alright, so what complaint does he have? Does he now no longer like the contract that he agreed to? Too bad. Move on.

    3. Re:If he did not like the terms... by purplepolecat · · Score: 1

      They made him an offer he couldn't refuse ?

    4. Re:If he did not like the terms... by Anonymous Coward · · Score: 0

      Good point. The simple fact is that if he HAD rejected the contract, or demanded more money, they would have just shown him the door. This isn't a movie we're talking about, it's a game. People watch movies because certain actors are in them, but nobody ever buys a game solely for the voice acting. They could have picked some other guy to voice the main character in GTA4, and it would have sold every bit as well as it did. I think they offered him a pretty reasonable amount, actually.

  31. How about having a good lawyer? by jimmiejaz · · Score: 0

    He signed a contract to do the work, his lawyer (assuming he had one...) should have told him "look, you're getting this amount, nothing more". You can negotiate a contract and get ryalties and residuals and 'points', just like an actor in traditional media.

    To: G4from128k "Would this actor have been willing to return the $100K (or more) if the game had lost money?"

    Should actors and bands return their pay if the movie or album bomb? So why would he even entertain that idea?

    End of the day, Michael Hollick is an idiot for not working with the lawyers for a better deal.

    1. Re:How about having a good lawyer? by Jellybob · · Score: 1

      Should actors and bands return their pay if the movie or album bomb?


      No, they shouldn't. However artists with recording deals are actually able to make a loss if their album does bomb, since their label will still charge them for studio time and promotions.
    2. Re:How about having a good lawyer? by Arathrael · · Score: 1

      From TFA: 'Mr. Hollick said he "asked about residuals when we negotiated, but I was told that was not a possibility."'

      The whole point of the article is that he couldn't negotiate 'just like an actor in traditional media'. The disparity between video game media and other forms is the issue here - "... the contracts between the actors' union and the entertainment industry make little or no provision for electronic media like video games and the Internet." "To the actors it is a simple issue of equity: equal pay for equal work, regardless of the medium."

      Michael Hollick isn't an idiot for 'not working with lawyers.' You're an idiot for not reading the article before spouting off. ;-)

  32. the whole thing is silly by v1 · · Score: 1

    That an actor gets $100,000 for voicing a single production, in itself, is silly. That he complains for not getting a LOT MORE for it, is just a pathetic statement on the industry as a whole.

    People should be getting paid based on the value of their work. I realize it's a free market and supply and demand and all, and ultimately it's the consumers that are causing this to happen, but I still think it's just lacking in all common sense,.

    If the public was not gullible enough to pay so much for something that has so little invested in it, this problem would not exist. Not because the actor was only clearing 100 grand, but that because the software retailer wasn't clearing seven figures, making the actor complain not because he was not paid fairly, but because he didn't receive as big of a cut as he thought he was due.

    In summary, if something sells 20,000 units, and you are getting paid $20k for your part in it, if that same something instead sells 100,000 units (with the same investment in production, which I understand is not 1:1 but is CLOSE for software) then the correct response is not for you to get $100k for the exact same work, but instead for the cost of the item to go down relatively.

    --
    I work for the Department of Redundancy Department.
    1. Re:the whole thing is silly by paeanblack · · Score: 1

      That an actor gets $100,000 for voicing a single production, in itself, is silly

      It's not that silly, because once a voice actor has started a project, you can't cheaply replace him. If the actor jumps ship mid-project for a better offer, all the work done to that point is useless.

      The two options are: raise the salary to keep the employee and/or contract for the entire project, which raises the natural salary.

      Consider Rockstar's position: this game grossed $500M in the first week. A one-week delay will cost them $300,000 just in interest on the gross at 3%. If replacing the main voice actor pushes the release date back a month, that's a million dollars out the window. Spending an extra $30K-50K is small in comparison.

  33. So he was SURPRISED by its success?!?! by elrous0 · · Score: 1
    This guy was making a sequel to one of the best selling franchises of all time, and he's SHOCKED that's it's made millions and he didn't get a cut of it? If he was so sure about the value of his work, why didn't he demand a percentage up front? I'll tell you why, because he's JUST ANOTHER ACTOR, one of thousands who would have been happy to come in and replace him and do just as good a job as he did.

    Take your hundred grand and be happy that you're still not tending bar, buddy.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  34. What about the game's investors? by Anonymous Coward · · Score: 0

    You know, the ones who actually took some risk?

    I mean come on, you signed a contract for a pretty sweet salary, which you would receive regardless of how the game sold. The investors, on the other hand, PAID money out of their own pocket and took a gamble on the game.

    If you want to get a large percentage, put your money where your mouth is - invest that $100,000 in the next game that you work for. That way you'll recieve a larger chunk of the payout in the end.

    1. Re:What about the game's investors? by Anonymous Coward · · Score: 0

      GTA IV was a risk? To whom exactly? The children? :P

  35. Sour grapes by bconway · · Score: 5, Insightful

    I don't blame Rockstar. I blame our union for not having the agreements in place to protect the creative people who drive the sales of these games.

    Have you considered negotiating for yourself? That's what I do when I get a job.

    --
    Interested in open source engine management for your Subaru?
    1. Re:Sour grapes by Anonymous Coward · · Score: 0

      Mr. Hollick said he "asked about residuals when we negotiated, but I was told that was not a possibility."

      He did.

    2. Re:Sour grapes by dimkanewtown · · Score: 1

      I was under impression that you have to join the union/guild thing to be an actor, and as such you have to rely on them to work out your compensation?

  36. I hope he gets it... by mckorr · · Score: 2, Insightful

    Then, as a teacher, I can claim residuals on the income of every student who has ever sat in my classroom. I mean hey, they wouldn't be where they are now if not for me! I deserve a percentage of their success! Where did I leave that number for my union rep?

  37. He was over-compensated. by wireloose · · Score: 4, Funny

    That first Tauren actor that Blizzard hired only received 3 coppers and a stack of Peacebloom for a snack.

  38. Pot O'Gold - Once in a Lifetime Opportunity by phoneteller · · Score: 0

    Dear sirs, this may come as an unexpected surprise to you but I recently inherited a large sum of money - $100 billion - from my uncle who works as a Voice Actor for Rockwell. I can share 10% of it with you if you can give me your name, email and ahem, bank account details.

    ~Son of OLPC owner and underpaid Voice Actor~

    SOLID Proof of Global Warming

  39. In Pac Man... by Anonymous Coward · · Score: 0

    ...the guy who did Pac Man's voice only got paid for saying "Wocka" once, and they doubled it up.

    </simpsons>

  40. Boo hoo. poor little spoiled brat by sm62704 · · Score: 5, Insightful

    Although the game has made more than $600 million in sales for Rockstar Games, Hollick earns nothing beyond the original $100K he was paid.

    A hundred thousand fucking dollars for reading out loud? How long did he have to read to earn that hundred thousand dollars? Poor little baby. I work all goddamned year long for half that much. That's twice what my house is worth!

    I've never seen a hundred thousand dollars!

    How much did the programmers get? I'll bet they didn't get a hundred grand each!

    The asshole signed a contract and he was paid what he was offered. If he thinks a hundred grand isn't enough, then he shouldn't do any more video games.

    I'm sick of the God damned money worshiping greed today. Hollick can kiss my ass.

    --
    mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
    1. Re:Boo hoo. poor little spoiled brat by NVP_Radical_Dreamer · · Score: 1

      Of all the times I wish I some some mod points to award...

      --
      The best argument against democracy is a five-minute conversation with the average voter.

      - Winston Churchill
    2. Re:Boo hoo. poor little spoiled brat by Anonymous Coward · · Score: 0

      Do you think the owners of EA deserve any similar vitriol? Seeing as how they make hundreds of millions of dollars doing even less actual work proportionally than this guy.

      Just curious.

    3. Re:Boo hoo. poor little spoiled brat by Jimmy+King · · Score: 2, Informative

      If you weren't already +5 you'd be getting modded up more. This is exactly what I came here to say. I'm a developer. Some projects I work on end up earning the company nothing. Others are worth 10s and occasionally hundreds of thousands of dollars per month - ongoing for years. I don't get paid more just because the project I worked on earned a ton of money for the company even though any 2 (and many single) projects more than pay for my yearly salary each month.

      Come yearly raise time, I'll be pointing out the things I've worked on and how much of my contribution allowed them to be a huge success - not just that they were a success, but that they were a success specifically because of things I did and likely would not have been if I were not involved, and why that means maybe I should get a bit more money. Then I'll hope my boss sees it the same way. He's free to do the same come raise time for himself - his next contract.

    4. Re:Boo hoo. poor little spoiled brat by antdude · · Score: 1

      Can we have your money then?

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    5. Re:Boo hoo. poor little spoiled brat by Anonymous Coward · · Score: 0

      I bet the programmers do get 100 grand each. Probably 100 grand per year worked.

    6. Re:Boo hoo. poor little spoiled brat by Surt · · Score: 1

      It is likely the programmers were paid at least 150,000 (50k * 3 years) over the course of the project and may have a small profit sharing agreement in place giving them an additional boost. I would not be surprised to hear they made more, but it depends on where Rockstars offices are, I made 90/year at blizzard, but our office was in the CA bay area, and you have to pay programmers a lot there just to let them share the rent on a studio apartment.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    7. Re:Boo hoo. poor little spoiled brat by Anonymous Coward · · Score: 0

      Do you REALLY believe what you just said ? to become the owner of a company, or a majority shareholder, means at the very least taking risks in your life with huge amounts of money. In fact this stupid voice actor could prolly have done something like buying some Rockstar shares before the game got out. This is the way to go when you want to become a ruler rather than a sheep.

    8. Re:Boo hoo. poor little spoiled brat by protonics · · Score: 1

      I agree, this guy is waste of skin.

      How many hours did this guy put into the game? Like 20?

      How many hours did the programmars, designers and real artists put in? Thousands.

      So screw this guy, and all voice actors who may agree.

    9. Re:Boo hoo. poor little spoiled brat by FunkSoulBrother · · Score: 1

      Twice what your house is worth? Really? Do you live in a trailer in Appalachia?

    10. Re:Boo hoo. poor little spoiled brat by sm62704 · · Score: 1

      Do you think the owners of EA deserve any similar vitriol? Seeing as how they make hundreds of millions of dollars doing even less actual work proportionally than this guy.

      They gambled an won. If they had gambled and lost and then whined about it they woud have deserved the same scorn I heaped on that second rate TV actor who whined about getting paid what he contracted for.

      But they didn't whine. My beef isn't about how much he made, it's about his crying and whining about it like a spoiled five year old.

      If I whine about how little I get paid you can heap scorn on me. But as of yet I haven't (although I'll bitch about how little someone else, who makes far less than me, gets paid).

      --
      mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
    11. Re:Boo hoo. poor little spoiled brat by sm62704 · · Score: 1

      I live in Springfield, where Alderman Gail Simpson (and likely her brother-in-law Homer) lives. The damaged house in the picture in the link is probably about the same worth, but it's in a more expensive neighborhood; th eghetto is a short walk from my home. It's a two bedroom house with full basement and separate garage. It would probably go for five million dollars if it was on the outskirts of LA or NYC.

      --
      mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
    12. Re:Boo hoo. poor little spoiled brat by Anonymous Coward · · Score: 0

      The programmers probably did receive more than that, but only because they worked on the project for over three years. Hour for hour, Hollick was paid a LOT more than the programmers and artists. I completely agree with you, it's unreasonable to expect anything more.

    13. Re:Boo hoo. poor little spoiled brat by Anonymous Coward · · Score: 0

      Someone thinking that their job is the one that brings in the bucks because all everyone else does is is "write code", "add numbers" or "talk to people" and anyone could do that but my job requires real skill!

      Consider me amazed!

    14. Re:Boo hoo. poor little spoiled brat by FunkSoulBrother · · Score: 1

      I looked it up on Zillow. I'll give you credit, I didn't believe it, I'm from North Dakota and it doesn't even get that cheap there. Why is real estate so cheap in Springfield?

    15. Re:Boo hoo. poor little spoiled brat by sm62704 · · Score: 1

      I don't know, but the larger the metropolitan area the higher the costs. My ex-wife's sister and her husband live in Litchfield, halfway between here and St Louis, and they paid only $25k for their property around 2000, and it's a big two story home with a basement and a very big yard.

      Rather than ask why it's so cheap here, maybe you (and everyone else) should be asking why it's so expensive there?

      --
      mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
  41. actors are waiting tables by Anonymous Coward · · Score: 0

    Most actors hardly make anything. Only stars big enough to draw their own audience get a big cut of the profit, and such stars simply don't exist in video game acting yet (and it's questionable whether they ever will, since a lot of the "acting" is done by programmers/animators etc.).

  42. because those guys at the end by Shivetya · · Score: 4, Interesting

    of the credits DON'T COUNT.

    Amazed people haven't figured it out. These "actors" are the center of the universe, the rarely having completed high school know it alls", the ones who will solve all the worlds problems by jetting there and handing out candy bars"

    The people with the grunt work, the programmers, cameramen, gaffers, q&A, and such, well they are just doing a job any chimp could do.

    Honestly why should we expect any less of a comment from the likes of this guy? It is quite possible he is good person and generally fun to be around, but the number of these dicksperts that get on the tube and tell us how wonderful they are and how special they are and such and such is beyond number. Hell I take many of their recommendations in the completely opposite fashion...

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:because those guys at the end by Anonymous Coward · · Score: 0

      There are (literally) 1000s of people who can fill those jobs. There's only one person who can be Harrison Ford, for example. There may be a coupld dozen who would play the role of Indiana Jones "properly". Granted, for a video game, that number probably goes up a bit since you aren't looking for Harrison Ford's Indiana Jones for it.

    2. Re:because those guys at the end by Lumpy · · Score: 1

      It use to be sally in accounting did some of the voice work, or they got the janitor that sounded like James Earl Jones to do a little as well. Honestly Voice actors are a dime a dozen. with a tiny bit of training ANYONE can do it.

      Hell I did voice-overs for TV commercials back when I worked at Comcast and I was a IT manager. If I can do it anyone can.

      --
      Do not look at laser with remaining good eye.
    3. Re:because those guys at the end by 16K+Ram+Pack · · Score: 1
      I think that there's a talent to it, but the article nails it. The reason Tom Cruise gets paid millions of bucks is partly for his acting talent (and I think he is quite talented) but also for his look and his name.

      People go and see Tom Cruise movies. They don't buy video games for the voice actors.

    4. Re:because those guys at the end by e4g4 · · Score: 1

      Hell I did voice-overs for TV commercials back when I worked at Comcast and I was a IT manager. If I can do it anyone can. No offense intended, but given the Comcast commercials I've seen - I'm not sure your "anyone can do it" stance holds up...
      --
      The secret to creativity is knowing how to hide your sources. - Albert Einstein
    5. Re:because those guys at the end by Stevecrox · · Score: 1

      I agree not everyone can voice act but after working on a podcast project I've discovered ALOT of people can. It was far harder to convinvce those people they couldn't write, or too plan a production than it ever was in getting voice actors. I happen to think £50k for what was probably a few months of real work is a huge amount of money

  43. Try to negotiate or go on strike, see what happens by PinchDuck · · Score: 1

    If you negotiate residuals or higher fees, then good for you. If you can't, try going on strike. If the work stoppage sticks it to The Man and you get residuals or higher fees, then good for you. If neither tactic works, then you are being paid your market rate and really don't have any recourse other than to find a new job or industry.

  44. Anyone look at his IMDB profile? by Mr3vil · · Score: 1

    Judging by the fact I can count his roles prior to GTAIV (according to IMDB) on one hand, I think this guy has a massive ego who hasn't a clue as to what drives sales in the video game industry. Ricky Gervais and Katt Williams are more recognizable than this guy. I don't see either of those two gents complaining about their compensation for their work on the game. Newsflash to these nobody actors, gamers really don't care who does the voice work in games so long as their ears don't bleed from it.

  45. 130 PER HOUR by Anonymous Coward · · Score: 0

    if you read the article, you'll see that as a voice actor, he made 1050 per DAY

    for an average 8 hour day, he made 130 per hour

    and i doubt he was working 8 hours on any day

    for anyone else with his (tiny) skillset, that's like having to work one day in two weeks

    1. Re:130 PER HOUR by arb+phd+slp · · Score: 1

      and i doubt he was working 8 hours on any day for anyone else with his (tiny) skillset, that's like having to work one day in two weeks Do you actually know any professional actors?

      It's all well and good to complain that his $1000 per day is a lot of money, but if he's like any of the actors I know he was probably alternating between that and minimum wage+tips.

      --
      There's a perfect xkcd for my sig but I'm too lazy to look it up. sudo someone go find it.
  46. Artie Lange in new Leisure Suit Larry by Gregg+M · · Score: 1

    Artie Lange from the Howard Stern show just relieved he recieved 30 grand for an hour and a half of voice acting for the new Leisure Suit Larry. Is that not enough? This guy received 100k for maybe a weeks worth of work.

    --
    Linux is only free if your time has no value. Windows is only free if you threaten to use Linux.
  47. $600 million + advertising by kylehase · · Score: 1

    According to the summary, $600 million was just in sales. I'm curious how much more money the company made from in-game advertising.

    Millions of eyes locked on one spot for hours a day is a marketer's dream. I haven't played games in a while but the last game I played had blatant advertising all over the place. Surely there's millions more to go around.

    Perhaps a sign up bonus for GTA V programmers?

    --
    You want fun, go home and buy a monkey!
    1. Re:$600 million + advertising by Kamineko · · Score: 2, Informative

      GTA games aren't really big on the whole 'advertising real products' thing. Pretty much every product in the game is fictional, or a fictitious parody of an existing product.

      For example, in Need For Speed underground, you'll get race text messages on your Cingular cellphone/PDA. In GTA IV, you get text messages on your 'Whiz' phone.

      Maybe you were thinking of Crackdown?

  48. Fuck You Michael Hollick by festers · · Score: 1

    You do a job and you get paid. In this case, you voiced-acted some parts in a video game and got paid $100,000, which is double what I make in an entire year of working 40hrs/week. Just because you're an entertainer doesn't mean you somehow get special treatment. Work -> Get Paid -> Work some more -> Get paid some more. It's called living in the "real world", asshole.

    --


    -------
    "Every artist is a cannibal, every poet is a thief."
  49. They aren't the same thing... by Steauengeglase · · Score: 2, Insightful

    I see one big problem here. Games, unlike say, Victrola music, are more difficult and time consuming to "transfer" to newer technologies. For every Tomb Raider on GameTap there is a System Shock and System Shock 2 (bad examples I know). With so little "roll-over content" what is the purpose of the sending out residual checks on something that probably won't be selling 20 years from now.

    I guess my point is that the game business isn't built like the movie or music business and it should be very wary of going the way of the beloved MPAA or RIAA.

    1. Re:They aren't the same thing... by Jellybob · · Score: 1

      Definately a bad example - I had no idea GameTap had the System Shocks, but I might have to go sign up so I can play them again.

    2. Re:They aren't the same thing... by Steauengeglase · · Score: 1

      Sadly, they don't offer any of the SS games. I'd love to play those. I guess I should have made that one a little clearer. Sorry, I was half asleep and without coffee when posting earlier.

      Its hard to have serious animosity towards Hollick. Where I live 100K is great cash, elsewhere it really isn't so much.

  50. VA are awesome by Kamineko · · Score: 1
    Voice actors and actresses are awesome, voice acting is awesome.


    I think some of the comments are a interpreting Hollick's statement as a little more desperate than it is.


    Some people are saying "Mr. Bellic probably should have read his contract and thought ahead." I'm guessing that he probably did, and was happy to get what he got.


    If he didn't like it, then R* probably would have got the omnipresent Cam Clarke to do the voice, and Niko would have sounded like Liquid Snake.

    1. Re:VA are awesome by geekoid · · Score: 1

      Voice acting for a game is down at the very bottom of things that will make a game succeed, there is no VA draw in almost any game. The ONLY exception might be games based on a series. For example: the Futurama Game.

      Nobody but this guys mother bought GTAIV because he did the voice.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:VA are awesome by arb+phd+slp · · Score: 3, Insightful

      Voice acting for a game is down at the very bottom of things that will make a game succeed... No, but we'd all bitch if the acting sucked.

      Acting (and writing) could very easily ruin the high-quality hard work of everyone else, or elevate good to great (as the writing and acting in Portal did). How much that is worth in $$$ should be negotiable, that's all Hollick is saying.

      --
      There's a perfect xkcd for my sig but I'm too lazy to look it up. sudo someone go find it.
    3. Re:VA are awesome by Darby · · Score: 1

      No, but we'd all bitch if the acting sucked.

      I'd never know because I skip that worthless crap that gets in the way of a game (IMO). Hell, that's one reason I gave up on the whole FF franchise. I don't care that they wasted all that time and money on making stupid movies to interrupt a game with, but the fact that they tried to force me to watch that stupid crap is insulting.

  51. $100,000 can go a long way if you use it wisely... by jolyonr · · Score: 1

    for example, by always reclaiming your cash from prostitutes by running them down afterwards.

    --


    Please read my Canon EOS tech blog at http://www.everyothershot.com
  52. get serious first by Anonymous Coward · · Score: 0

    they can have more money when they start to take voice-acting seriously. Even GTA4 has a lot of moments where the voice-acting makes you want to put your head through the tv.

  53. All about investment by Restil · · Score: 1

    It's likely his union could have negotiated a percentage deal if he really wanted it. The problem with percentage deals is... what exactly is the percentage going to be of? Sales? Profit? Look into Hollywood accounting if you want an idea of how well percentage deals work out for those that work on them. And while I'm sure the chances of GTA4 selling well were good, what would happen if our good friend Mr. Thompson somehow managed to luck out and find a crackpot judge who played the injunction game with Rockstar for a few years? It's certainly a possibility that needs to be considered, and if you're working off royalties, you would have to wait until that all got taken care of before you'd see one cent. What would happen if you did all that work, and two years later Rockstar decided that the game was going to be a bust and just scrapped the project.... I'm sure the fine print of your contract wouldn't allow you to sue for damages in that case.

    Believe me, do your work, take the $100k, and hope that the success of the game means you'll be on the top list of candidates for working on future sequels.

    --
    Play with my webcams and lights here
  54. Compensation by Anonymous Coward · · Score: 0

    Wow, I can't believe people who make 100k+ are whining about compensation.

    Gee, all I did was spit out some lines, and get paid 100k only ONCE!

    I'm an engineer, I create chips, should I get paid each time someone uses my companies chips?

    Should I get paid each time they get used?

    NO!

    Stop Whining

  55. I smell... by hyperz69 · · Score: 1

    A new union forming.

    1. Re:I smell... by Anonymous Coward · · Score: 0

      it's already covered by SAG. he's a member, just like every other R* VA

      rtfa

  56. i skipped every cutscene ib GTA IV by VisiX · · Score: 1

    I thought the voice acting was pretty average and most of the cutscenes did nothing to advance the story. I don't really understand why a guy who does a couple weeks of voiceovers for a game even deserves 100K.

    1. Re:i skipped every cutscene ib GTA IV by GerardAtJob · · Score: 1

      Same here -> always skipped every scene... Doesn't deserve 100k.

      --
      I can't call that English ;-)
  57. you want what now?!?!? by Anonymous Coward · · Score: 0

    let me see... you got a job making $100K, reading/ acting out lines that someone else wrote, on what could be the the most successful peice of media sold, your basically a no-name actor and your work (good or bad) will be herd by millions, who will more or less not bash you if you are so/so, this oprotunity will give you a name if you do good/ possibly a sequal or other acting gigs, everyone will know you, if not for only your voice, your product is a huge success and you want what now? more money? boy, we couldve gotten the coffee guy to read your lines and be just as good. How bout Niko dies in the plane to San Adreas?

  58. So the problem is what exactly? by g0bshiTe · · Score: 1

    This guy made 100k for probably something that took him less than a year to produce.
    Now I'm not sure about voice overs for feature films, but a voice over for a game is not a Hollywood blockbuster by no stretch.
    He should be happy that he made out like a bandit, and run with what he got.
    If he is upset about it or feels he was ripped off, he should either not do game voice overs or simply startup a movement to get that deficit changed.

    By the way larger names than his appeared in the San Andreas installment and I didn't hear them complain.

    --
    I am Bennett Haselton! I am Bennett Haselton!
  59. Thank you for that by JonTurner · · Score: 2, Insightful

    He signed the contract. He knew the terms going into it. Exactly. And if the company demands more, he would point back to his contract and say "nope. that's not what I agreed to" and the Actor's Union would back him up. But now that there's money on the table, he wants a reneg.

    It doesn't work that way for programmers, Q/A, artists, etc. FAR too many projects start off with modest goals and reasonable timelines, only to hit "crunch time" a couple months into the 18-month schedule when the real scope becomes clear.

    I've seen people in the game industry work themselves into the hospital, hallucinate from fatigue, neglect their families, and sacrifice their personal life in order to meet absurd schedules that were mandated long after the initial work agreement. After a cycle or two, they burn out and leave the industry and another starry-eyed crop of newbies takes their place.

    No sympathy from this corner.
  60. Because he's a dime a dozen by Animaether · · Score: 1

    okay, not exactly a dime - but let's face it.. if he said no, the next guy in line would likely say yes. So if, realistically, your choices are $100,000 or $0 - what would you go for?
    And unlike actors in movies (or even games*) - audiences are hardly going to be disappointed if the voice actor sounds a little different from before.
    (* say, if Valve replaced the well-known Barney model+textures with something completely different and still called him Barney.)

    Unless there's a guild that you -have- to be a member of before you can apply for video game voice acting AND that guild says you cannot apply for a given job for under $x or x%, this will always be the case.

    $100,000 for some voice acting is, imho, not bad money. Sure, the game brought in a lot more - but perhaps that money will allow them to make GTA5 and the company will come back to you for that... that's another $100k, but perhaps you can then try to negotiate it up a little; while keeping in mind that the next guy in line will probably STILL do it for the $100k. Or even $75k.

  61. If what this guy wants really ended happenning... by kikito · · Score: 1

    ... then the industry would start using artificial voice actors.

  62. How Are Voiceover Actors Treated? by iamsplotchy · · Score: 1

    I'm curious how voice actors are treated, for example in Pixar or Dreamworks animation films. I think at least with Michael Hollick's situation, he should be able to get the same deal as the people doing major voice roles in Hollywood films (granted, many people doing these roles in films have name recognition that Mr. Hollick does not currently have).

  63. Oh please, by PalmKiller · · Score: 1

    they could all run around silent and still the games would sell...most of the time players are talking over headsets to their friends and could give a shit less what the game actor voice says

  64. Supply and Demand by Pendersempai · · Score: 1

    Voice acting is basically a commodity, particularly in video games. The skills it takes to be a voice actor are probably only slightly rarer than those required to be a janitor. And it doesn't matter if the product makes fifty dollars or a billion dollars; there's no way the janitor is going to make more than $100k per year.

  65. Let's all go this way! by erroneus · · Score: 1

    Let's just see where this leads.

    For everything we do, let's expect to get paid over and over and over again. He got paid $100k for what he did in helping to provide content for a video game. I cannot imagine it being a lot of work. Who did the REAL work? Ah yeah... the programmers and designers. Without those people, it wouldn't be a game at all. Do THOSE people collect residuals and royalties? I'm going to doubt it though I can't claim to know one way or the other. These aren't people that typically collect royalties.

    Frankly, I find the very concept of getting paid every time someone else does something is repugnant.

    Things are being over-valued while other things are being wildly undervalued. I think it would be nice to see things changed to reflect some sanity. But it doesn't help that people are continually willing to over-value things themselves... diamonds -- what a complete waste of money; almost no resale value and a ridiculous retail market price and no functional value at all. This is a world created by marketers... a world being ruined by marketers... the same world being polluted by junk mail, junk faxes, door hangers, things on your windshield, knocks on your door, phone calls from strangers... oh yeah, and SPAM. Why are there so few people who can actually see where the problem originates and what keeps it going?

  66. subtitles plz by error+303 · · Score: 1

    The horrific voice acting in Lost Odysey(Jansen excluded) very nearly had me returning the damn game within a matter of hours. Either start paying voice actors decent or let me turn on some fricken subtitles once in a while.

    1. Re:subtitles plz by SuiteSisterMary · · Score: 1

      ...Lost Odyssey for Xbox 360, North Amercian release, most certainly allows you to select the Japanese voice track with English subtitles. As does Blue Dragon, and, if I recall correctly, Enchanted Arms; in other words, all three JRPGs for the 360.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  67. With all due respect by Alzheimers · · Score: 1

    He got paid a hundred grand?!? I could barely understand every other word he said.

    And don't get me started on the Jamaican guy. It was just wabble-wabble-wabble to me.

  68. Comment removed by account_deleted · · Score: 3, Insightful

    Comment removed based on user account deletion

  69. Crap !! by unity100 · · Score: 1

    $100 k for an acting gig that lasts a few weeks. i.t. people are rotting away 6 months of their life in datacenter masoleums to earn that amount.

    bollocks i say.

    1. Re:Crap !! by Lord+Bitman · · Score: 1

      $100k for 6 months in a data center? Can I have your job?

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
  70. It's a Question of How the Pie is Sliced by Starky · · Score: 3, Informative

    To those who suggest the actor is a whiner, reread the post. He appropriately blames the union for not including these kinds of positions appropriately in their collective bargaining efforts.

    Basically, many companies in the video game industry, a young(ish) business currently more or less an oligopoly, are making well above what would be considered normal profits. Barriers to entry are high, so I would anticipate they will continue to make above-normal profits for some time.

    The music industry, movie industry, and sports industry, among others, have gone through the same dynamic and the video game industry will doubtless see many of the same growing pains they have and be subject to the same kinds of bargaining dynamics. And in situations like this, with well-above-normal profits being generated, those who add significant economic value and don't use collective bargaining to claim a share of the pie are simply giving money away.

    Sure, with the exception of some rock stars, the coders in the trenches aren't being paid millions, but that's not a reason the actors shouldn't be paid more. If anything, it simply indicates the coders in such industries should strive to self-organize as well as actors and athletes.

    --
    -- My choice of computing platform is a symbol of my individuality and belief in personal freedom.
    1. Re:It's a Question of How the Pie is Sliced by Samuel_Gompers · · Score: 1

      "The music industry, movie industry, and sports industry, among others, have gone through the same dynamic" I really don't agree - the talent in games is really anonymous and interchangeable compared to all of the above. The stars are the AAA studios and the franchises themselves. Many francshises have had 100% or close turnover, or had the rights to totally different teams, and audiences are none the wiser. Also, for every successful start up, there are quite a few total failures, much as every movie, book, TV pilot, broadway show, etc, has a ridiculously high ratio of busts to hits.

    2. Re:It's a Question of How the Pie is Sliced by Sorti · · Score: 1

      I hope you union hating contract loving Republicans or Libertarians live long lives so you can see what happens to America when all the unions die. It won't be pretty, checkout what coke bottling does to union organizers in South America for a preview of how things will be here in America in 30 years.

    3. Re:It's a Question of How the Pie is Sliced by Samuel_Gompers · · Score: 1

      2008 to Sorti: Union membership has been falling fast since the 1970s. The fact that manufacturing is less than 20% of the economy now might have something to do with that. Meanwhile, amercians voted for a GOP president 5 out of 7 times in the past 30 years - and that probably would have been higher if not for Ross Perot. Unions don't need to be terrorized by armed thugs or latter-day Pinkertons, they just fade into irrelevance as the jobs go somewhere else or to less union-minded immigrants here. No time machine necessary.

    4. Re:It's a Question of How the Pie is Sliced by Surt · · Score: 1

      The problem is that he's wrong about people caring about the quality of the voice acting. Diablo II made similar sales, and I was one of the voice actors. Actually, I was a programmer, and they pulled me in to do some voice acting. Because nobody cares. If the 'real' voice actors demand profit sharing, they'll just find cheaper people to do the work. Because, again, no one cares.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    5. Re:It's a Question of How the Pie is Sliced by G00F · · Score: 1

      Oh yea, thats cool! what voice did ya do?

      --
      The spirit of resistance to government is so valuable on certain occasions that I wish it to be always kept alive
    6. Re:It's a Question of How the Pie is Sliced by Surt · · Score: 1

      I'm most famous for being the Cow King. I did a few other one liner characters, some of the other monsters.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    7. Re:It's a Question of How the Pie is Sliced by 16K+Ram+Pack · · Score: 1
      I suppose that using a pro may give it a bit more of the whole "suspension of disbelief".

      The thing is that using staff is often good enough. Pixar get staff with about the right voice to do "scratch" voices, but sometimes they decide that the scratch was good enough.

  71. Unions really are powerless here by Samuel_Gompers · · Score: 1

    And that applies for all traditionally unionized entertainment crafts as far as gaming goes. The reality is that most gaming audiences just don't notice the quality difference. In all cases, it is much easier for developers and publishers to find someone else rather than committing to a deal that involves the back-end. This will only change if programmers effectively unionize and demand a closed shop. This, however, runs strongly counter to the equity-based culture which most tech firms and start-ups have, so it probably isn't going to happen. Similarly, you're probably not going to get an 80 hour week out of a plumber, nurse, grade-school teacher or maintenance guy for a dream of stock option glory.

  72. Should GTA get a cut in the voice actor's profits? by G4from128k · · Score: 1

    Yes, if he held out for more money, then he would have been replaced. But this just reinforces the game maker's position. The value of GTA is in the game franchise, not voice actor.

    And this raises a further issue. If this actor gets more/better gigs because GTA IV is on his resume, then shouldn't GTA get a share of the actor's future earnings? The argument for sharing profits is symmetric. To the extent that this voice actor contributes to the success of the game, he wants a share in the gamemaker's profits. But then, to the extent that the game contributes to the success of the voice actor, the game maker might expect a share in the voice actor's profits, too.

    I think people should be paid for the value they add and risks they take rather than getting paid just by the luck of being associated with something successful. If that voice actor can argue that his particular voice and talent means the difference between $500 million and $600 million in sales, then he should get a cut in the profits once the game hits $500 million and the game maker should be more than willing to pay him a good cut once the game hits $500 million.

    --
    Two wrongs don't make a right, but three lefts do.
  73. A few things before you hate on this guy by Aquitaine · · Score: 3, Informative

    Disclaimer: I am a member of one of the acting unions (a sister union to SAG, which is who this guy is blaming).

    Before all of you hate this guy for wanting more than $100k, consider one very important aspect of actors' salaries that is usually why they get both a high daily rate and a percentage on a big project:

    They don't get a salary. Once the project is over, so is their income. Their health insurance and retirement only gets contributions while they're working, and in the case of health insurance, if you don't work enough weeks out of the year (and it's a lot right now, since the health insurance funds are all in the toilet) then your boss is still paying for your heath insurance (money he could be paying you with) but you aren't getting it.

    The saying goes that Actors work about 1/4 as much as regular people, but in that 1/4 of the time, they work 8 times harder. There is absolutely zero 'veg out at your desk' as an actor. You probably think it'd be a blast to have a job like voicing Nico Bellic, and in a lot of ways, it probably was - but you will tear up your voice doing the same dialog over and over again, particularly the pages and pages of 'you are caught on fire' and 'you fall off a building.'

    This guy earned $100k for 16 months of work. That's pretty good, but not great. This isn't a young noob, either. He's mid-career. $75k a year for Nico Bellic?

    Several people have rightly pointed out that people don't buy video games 'because of an actor' like they go see movies because of an actor. This is partially true. You don't buy a video game because a particular actor is involved (usually, though I expect Splinter Cell would be wildly unpopular if they axed the gravelly voice dude, Ironsides?). You do buy a video game because the acting & storytelling is extraordinary. Most games suffer from bad writing AND bad acting; a game that has both will review & sell well.

    Obviously it's not such a large factor that these guys should get the same slice a movie star is going to get, and I'm not even sure if residuals is the way to go for video games - there's a very good case to be made that the 3d artist/lead programmer or whatever is just as important or more important. In some studios, I imagine the lead guys have shares of stock in the company and so do get residuals in their way - but even if they don't, they get a salary. They get to work on every game. The actor doesn't.

    Having said all this, the unions will probably ask for too much. The actor who did Nico sounds like he's got his head on straight - he doesn't want to piss off Rockstar and he's not personally whining about it; he's allowing his case to be used to bring attention to the subject, which is pretty harmless. The question of 'when GTAIV makes a bazillion dollars, who should get what?' is a tough one and it -should- take a lot of haggling to figure that out. Even if you give Nico residuals, what about Roman? McLeary? Where do you stop?

    However you solve it, keep in mind that actors typically make a crapload of money on a daily basis because they work so little of time. Last I checked, at any given time, under 5% of my union is employed.

    1. Re:A few things before you hate on this guy by Samuel_Gompers · · Score: 1

      Not just that, but getting a SAG card isn't cheap in the first place. But when 90% of productions are money-losers, why shouldn't the talent share the fun?

    2. Re:A few things before you hate on this guy by geekoid · · Score: 1

      "though I expect Splinter Cell would be wildly unpopular if they axed the gravelly voice dude"
      but do you care who did the voice?

      "...money on a daily basis because they work so little of time. "

      that's the stupidest reasoning I have ever heard.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:A few things before you hate on this guy by bomanbot · · Score: 1

      I wish I had some mod points right now so I can mod you up, interesting stuff.

      I just want to add that unlike good slashdot tradition I RTFA and there was also a short blurb that tha actor tried to negotiate for residuals, but was denied. So he did not suddenly start to whine about it after GTA IV sold millions of copies, which I think makes his case a bit more legit in my mind.

    4. Re:A few things before you hate on this guy by NeutronCowboy · · Score: 1

      However you solve it, keep in mind that actors typically make a crapload of money on a daily basis because they work so little of time.

      Wow. You mean that these poor people work only 5% of the time, so they need to be paid more than others to make up for it? Really? Is this what you're arguing?

      Look, I completely subscribe to the idea that voice acting is a key component of a game. However, so is the animation (which was outstanding in GTA4), the graphics and the overall sound. As is the game engine and the game design. But where you say that a good case could be made that the 3D artists and lead programmers are just as important, I'd say that voice acting is the very last thing that impacts a game. Not only that, but programming for a game company is very hit and miss. Yes, you get to work on a game for 2 years or so. But if that game fails, bam - you're out of a job. Or at least that's how it works at small companies where you have a chance to sniff stock options as a programmer.

      I understand where you're coming from, but also understand why everyone's so up in arms about this: he worked far less than the vast majority of people contributing just as much as him, but got paid the same amount of money.

      I'll go back to your summary statement: he has to get paid that much because he works so little. Do you understand that the vast majority of people would love to have that setup? He has the golden job in terms of overall $/hours actually worked, but he still thinks it isn't good enough. That's the problem here.

      If he has problems making ends meet because he works so little, he ought to do what everyone else does in that situation: get a second, part-time job. I have no sympathy for his situation.
      --
      Those who can, do. Those who can't, sue.
    5. Re:A few things before you hate on this guy by 16K+Ram+Pack · · Score: 1
      "There is absolutely zero 'veg out at your desk' as an actor. "

      I'm not an actor, but I know that's bullshit. I've seen people talking about how long lighting can take to set up between shots on a movie - actors are often sitting around waiting for things to be done.

      "The question of 'when GTAIV makes a bazillion dollars, who should get what?' is a tough one and it -should- take a lot of haggling to figure that out."

      It's not a tough one at all. You get what you agreed to take in your contract. That may be a salary, a fixed price, a share of the profits or a combination of all 3. Don't like it? Ask for more, but don't be surprised if they go elsewhere.

      If the amount isn't enough, if actors are starving as a result, then the simple law of supply and demand should kick in.

      " However you solve it, keep in mind that actors typically make a crapload of money on a daily basis because they work so little of time. Last I checked, at any given time, under 5% of my union is employed."

      If it's such a bad deal, quit.

    6. Re:A few things before you hate on this guy by 16K+Ram+Pack · · Score: 1

      I'm amazed at some movies that get made. Take Terry Gilliam. I love some of his movies, but he rarely has hits - far more of his movies are flops.

    7. Re:A few things before you hate on this guy by 16K+Ram+Pack · · Score: 1

      He signed a contract for what he got. If he didn't like the lack of residuals he should have told them that he didn't want to do it.

    8. Re:A few things before you hate on this guy by Aquitaine · · Score: 1

      You're forgetting a key component of 'pay me because I work so little.'

      Actors don't sit on their ass 95% of the time and then work 5% of the time and demand a lot of pay for that 5% of the time -just- because they don't know when they'll work next. The investment - the barrier to entry - to be a professional actor is huge. Training, professional head shots, voice reels (if you're in this guy's business). Then consider that, for most actors, you can't get a real 'career' job because you have to be able to skip out and go audition.

      In other words, you've invested a huge amount in the idea that, when you do get hired, you're going to be damn good. You had better be. The producers expect that you will be, because there's no 'on the job training' - you don't get paired with some senior guy for a month while you learn the ropes.

      I'm sure he has a second, part-time job, and I'm also sure he doesn't want sympathy for his situation. He wants what other actors get. For better or worse, that's how things go: actors fight for whatever they can get (just like any other union) and in some cases that's residuals. A guy who does an AOL commercial - maybe a few days of work - will easily earn a few hundred grand in a year if it's a national, long-running commercial. That's wildly out of sync with the amount of work he put in, but not out of sync with the amount of money involved. A national, long-running commercial costs millions and millions of dollars. The actor thinks he should be paid more if it's going to be a commercial with huge exposure versus one with tiny exposure. The production company doesn't necessarily know ahead of time which it's going to be - or maybe it tests well in a local market and then they make it national. Without residuals the actor gets paid the same, because his work was the same.

      I disagree that voice acting is the very last thing that impacts a game. You don't notice it as much when it's good. You notice it when it's bad.

      He doesn't 'have to get paid this much;' he -wants- to get paid more. He has an argument he can make for it. I'm not a union rep or a contract lawyer so I couldn't tell you where 'fair' stops and starts, but I can tell you that residuals exist for a reason and that when you have a game that makes more money than a lot of films, the system for paying actors on films is going to be used as a basis for analysis.

      Again, I'm not championing either side, I'm just providing a bit of perspective about the acting business that a lot of people don't necessarily understand. Actors do get paid a lot when they work. They have to work for nothing a lot of the time when they're trying to get work (auditions can take all day if you aren't union, or they can take all day if you are and they just decide to play around with you). It's an extraordinarily difficult business to break into and a lot of actors who are educated or otherwise skilled look at themselves when they're 30, 35 and wonder why they gave up all the stuff they'd have if they'd had a regular career to do what they do.

      Most don't have to wonder for long, but it's a huge sacrifice. Residuals are a way of saying 'nice job, dude, you made it.'

  74. Need to replace the actors... by w1z7ard · · Score: 1

    with sophisticated, synthetic voices and animations.

    --

    "Recursive bipartite matching"- try it!

  75. NO by BoxRec · · Score: 1

    I don't pay the carpenter every time I sit on a chair no matter how well crafted it is. The people who take the risk should get the reward. The artist can always say waive the up front fee and give me a point on net profits, but they never seem keen on that idea, I wonder why ! Talk about eating your cake and having it.

  76. Get me by vurg · · Score: 1

    I can do lines for some of the bitches there. $200 should be fine for me.

  77. What a Bunch of Whiners! by trongey · · Score: 1

    No, I'm not talking about the voice actors. I'm talking about you guys.

    Basically the guy just said he got a pretty good gig (for which he expressed gratitude), but it would have been awesome if he had the same deal he would have gotten for a movie or TV deal. Then you guys go off like he said you all have to pull $100K out of your pocket and mail it to him.

    I say if he can get the deal then props to him for it. If he can get his union to step up and do their job then kudos to him. If not then he can still choose to take the job or not. I get paid what I agreed to (well, actually a lot more since I've had a few raises over the years). Sure, I'd like to get more, just like everybody else, and if I really wanted it bad enough I'm sure I could find some way to make more. This guy isn't any different.

    --
    You never really know how close to the edge you can go until you fall off.
    1. Re:What a Bunch of Whiners! by geekoid · · Score: 1

      Except entertainment unions would mean a lot of shackles would be put upon the game industry.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  78. Speaking as an actor by SageinaRage · · Score: 1

    As an amateur/semi-pro actor, who would love to get into voice acting, let me say that I have absolutely no sympathy for him. He got paid VERY generously, far more than most voice actors, as well as getting to have his name attached to one of the most popular games of all time. While he did an excellent job, I'm sure there are plenty of other actors who were willing and able to step up and take his place. In an industry where 90% of its workers are unemployed at any given time, he should be glad he got such a good gig. The fact that movie stars get paid millions is more an indictment of the movie industry, than an example of a fair wage.

  79. Let's see by juenger1701 · · Score: 1

    Mario (Mario Bros. series) for many years, Samus (Metroid) for quite awhile, "Doom guy" (DOOM) Cloud Strife (FF VII), Link (Zelda), Chrono (Chrono Trigger), Ness (Earthbound) and countless more

    What do they have in common? None of them said a word many didn't even have text dialog but they all grabbed on to the player and didn't let go. Many set the benchmark for their genera. How long were FPSs called "DOOM Clones"? How many RPGs are not compared to the Final Fantasy series? How many people still think Mario when they hear about a platformer?

    Voices in games are good. Voices in games are nice. However Mario, Link, and Samus did not become the Nintendo trinity and characters recognized by gamer and non gamer alike over 20 years after their debut because of a VA but because of solid game play and compelling stories.

    juenger1701

  80. if this were really a big deal... by CaptainNerdCave · · Score: 0

    i think bill roper would have said something about it by now. then again, he did have a pretty big role in the creation of Warcraft, beyond just the voices, iirc. in my experience, the only voices that really added any distinguishing character to a title were the voices in Warcraft, most other games sound/ed generic

  81. This is why by LingNoi · · Score: 1

    The game industry should pour millions into speech synthesis.

    This issue is only going to get worse and hopefully we can get rid of these shits by cutting out their job and letting the artists and programmers get more money.

    I believe they already do something like this for some animations in Japan, they just get the computer to string a ton of pre-recorded words together, but that's not really good enough because the VA for the pre-recorded lines will try and get royalties.

  82. Boohoo I only made $100k by puddles · · Score: 1

    Go cry to somebody who cares, will you? Many people will be happy to earn $100k for a few month's work.

  83. Local Silicon Valley Article on Guitar Hero by joeflies · · Score: 1

    There's a local rag here in Silicon Valley that did a similar article on musicians who created the tracks for Guitar Her

  84. Bilbo by Anonymous Coward · · Score: 0

    The voice acting in GTA4 is atrocious. I laugh every time some random monotone person talks when they could have put some feeling in to it.

    Greed is a powerful thing. Someone else is making more money than I do, therefore I must complain.

  85. Some games, the actors really do sell the product by garylian · · Score: 1

    I've played way too many video games over the years, and for most of them, the spoken dialogue did zilch for me. In fact, after listening to some of it, I usually ended up turning it off and going text only.

    But there have been a few games where the spoken dialogue was so stirring, it made a good game great, or a great game replayable over and over.

    Neverwinter Nights (the orignal) is the one that stands out most in my mind. The female voice for Lady Aribeth de Tylmarande was so well done, that I felt captivated by her. It is one of the few times I've felt drawn to a game character, and that voice is most responsible for my driven need to complete the game, which I accomplished in about 3 days the first time through. It is also the reason I probably play the whole series through every year or so, just for to hear that voice acting. The woman that did that voice could have gotten me to walk through fire, sight unseen. And yes, I'm happily married, 2 kids, etc. I'm not pathetic, but that voice just stirred me to action.

    There are other games that affected other people similarily. I know a lot of people loved Baldur's Gate due to some of the funny lines and voices.

    But most games? Nope, they just don't enhance it as much as the voice actors think. Heck, I'm ready to turn the voice volume of for Age of Conan already.

  86. We DO need to renogotiate by bumagovitch · · Score: 1

    Speaking as a writer in the video games industry, I'm all behind negotiating different terms for video game voice acting. There are some serious differences between film/tv acting and video game acting.

    Ironically (as it were) one of the big problems that games (that are not Rockstar/GTA) face is the high price of voice acting! Specifically, union rates skyrocket when you ask an actor to perform more than I think 3 characters. But there are video games that are composed of a hundred bit parts. I've heard of games companies pulling tricks like claiming that five characters that belong to the same race/faction are the same, or that several different voices are "different forms" of the same character.

    I could see an argument for Mr. Hollick maybe getting royalties for a lead role in a game. I can also see an argument for reducing that initial $100K salary he got.

    But I'd warn voice actors -- not every game is GTA IV. More often than not, you'll do better to take the lump sum than bet the house on royalties for the next big flop.

    At any rate, games are coming up. They need better voice acting. It's painfully clear to those of us who have to deal with it that hollywood regulations don't translate well into the games industry.

    1. Re:We DO need to renogotiate by geekoid · · Score: 1

      Bullshit. This get paid for the same work over and over again attitude is crap. Only an industry that isn't needed by society could even think about doing it.

      Voice acting is the LEAST impact on game sales.

      Why don't you fight tio get developers royalties? They are far more critical then voice acting in any game. They sure as hell deserve it more then greedy Mr. Hollick, who like all performers these days, whines when the deal he made turned out not to be the most lucrative way to have done is contract.

      Boo hoo whiners.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:We DO need to renogotiate by Zelos · · Score: 1

      Yes, the idea that the employees should share the profits their work brings is so strange.

      Working for a percentage means you accept part of the risk the funding company is taking. Developers can negotiate a profit-sharing contract if they want, but I imagine that most would rather have the security of a fixed salary. For lots of actors working "for a share of the profits" is basically a euphemism for working for free, but that's the risk they're prepared to take.

  87. R-E-S-P-E-C-T by IcyHando'Death · · Score: 1

    Although the game has made more than $600 million in sales for Rockstar Games, Hollick earns nothing beyond the original $100K he was paid.

    ... it's the human performances within them that people really connect to, and I hope actors will get more respect for the work they do within those technologies.


    Hey, if it's respect he's after, I'm sure we'd all be happy to oblige. But where's he coming from with all this talk about money?


  88. Simstim by elguillelmo · · Score: 1

    it's the human performances within them that people really connect to...

    He's got a point, though. Just wait until a simstim-like technology is developed to see how much people may want to connect to human performances, and in how many ways!
    --
    Dawkins Revisited: A person is shit's way of making more shit -- Steve Barnett, anthropologist.
  89. Re:Some games, the actors really do sell the produ by Samuel_Gompers · · Score: 1

    This is a classic example of how anonymous this talent is. This woman's performance was probably your entertainment experience of the month, yet you wouldn't recognize her on the street, and probably never bothered to learn her name: http://www.imdb.com/name/nm0283253/ We enjoy it when it is good, but never notice it when it is slightly less remarkable. Publishers and producers know this.

  90. Dear Game industry by geekoid · · Score: 1

    Don't let any entertainment union memeber perform anything.
    I am usually pro Union, but the entertainment unions are just bad.

    AS soon as it becomes a union gig, you could be paying millions PER voice.
    If you want to just create a quick fun game? any voice on it will need to be in the union and paid as such.

    Voice acting has a minimal impact, and in no way determines what a good game is. In fact, many people turn them off.

    Do I car who the announcers voice is in a racing game? No. Do I care who does any of the voice in WoW? no. If EQ suddenly got the best voice actors there are to do a bunch of voice would I play it again? no.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  91. How could you *not* respect video game actors? by Anonymous Coward · · Score: 0

    I think it's a real shame when people fail to respect the hard work done by video game actors

    http://www.youtube.com/watch?v=fZqoh2aUW7g

  92. All I'm askin' .... is for a little respect. by IcyHando'Death · · Score: 1
    First

    Although the game has made more than $600 million in sales for Rockstar Games, Hollick earns nothing beyond the original $100K he was paid.

    Then

    ... it's the human performances within them that people really connect to, and I hope actors will get more respect for the work they do within those technologies.


    OH, HEY! Respect! Well, of course!! Have all the respect you want! Help yourself.

    Boy, you had me a little worried there with all that earlier talk about money.


  93. Cry me a river hypocrites by Anonymous Coward · · Score: 0

    Let me ask you a simple question: would you still buy GTA IV if there were no voice acting, period?

    This guy is in the same boat that film actors were in at the dawn of the film industry. Yes, movies need actors. But if movies can use any old actor then they can constantly hire and fire, driving wages down because it's explicitly understood that people are simply interchangeable.

    What gets me is that the same hypocrites slamming this guy are probably the same people who whine and moan when their dev jobs get offshored to India and China, or whine and moan about how IT wages are depressed because of offshoring to India and China.

  94. Was he misled???? by UncleGizmo · · Score: 1

    He was offered $100k to v/o a sure-to-be popular game, as a work-for-hire...no royalties. Could he have negotiated a cut of sales? Sure, and Rockstar would have said "no thanks" and hired the next guy who could act with an accent. And he could've said "no thanks without royalties" and moved on. He's complaining about a six-figure payout for a few weeks' work? C'mon.

    I get it, I get it, it's entertainment (bigger than a blockbuster movie) so he should get a cut. But he's got no name recognition. Big stars ask $20 mil per picture because THEY will get people to see the movie. GTA would sell with him or any other actor doing voice over.

    Simple supply and demand.

    --
    Who put this thing together? Me, that's who.
  95. Cuts both ways by Anonymous Coward · · Score: 0

    Yes, it's true he would have made millions... but if the acting job paid millions, would he have gotten the job in the first place?

    I'm guessing that when game actors get paid the same as "big name" actors... you will games will only be voiced by big name actors (look at the celebrity voices in GTA's other games).

    He should be happy with his $100k, and try doing something to further himself because of the boost in notoriety. I think the guy who did the voice for CJ in GTA:SA used the game success to further his music career.

  96. Wrong by MattW · · Score: 1

    GTA is not popular because of technology or the performances. It's popular because it's a well-designed game. Do the designers get royalties?

  97. cleavetoo by cleavetoo · · Score: 1

    The thing that you outsiders to the "Talent" business don't understand about how actors and voice actors work is that when you work on a larger project and you have a fairly distinct voice, there maybe "no compete" clauses in the contract. An actor may go to 15-20 auditions before they get one job. When they get that job, they're not allowed to work for any other competing companies for a specified period of time (either while they're completing the current project or for a period of time following the release of a project.) This creates hardships on an actor which justifies their inflated pay. So, whenever an actor gets a particular job, that category of work becomes "off-limits" for a period of time. They can go and do other kinds of work but remember 15-20 auditions just to get considered for a job. It can be difficult. I understand Hollick's interest in getting a bigger piece of the pie as his film brothers and sisters do. But I disagree with his idea that he is driving sales of this game. I don't play a game because Keith Jackson's voice is on it. I play a game because the experience, the weapons, the graphics are better than the last game I played. I couldn't care less who speaks the words. I really don't care much about how the characters look (just in case the likeness of the actor is used.) The companies who produce the games are really making a lot of money. In a perfect world, they'd share a little of their profits with the "work for hire" folks who made it all possible, but they don't. That's their right. I'll still keep buying the games. SAG will not have a leg to stand on in this fight because the market is just too small and voice actors have no "audience." You can't picket a video game successfully so this is purely useless whining that will never be resolved.

  98. Incorrect by Anonymous Coward · · Score: 0

    So ATI and NVidia did all the convex hull collision code? Wrong. Graphics are part of the puzzle. You're not a game programmer, clearly.

  99. Animation has this problem by illegalcortex · · Score: 1

    I'm not sure why people think this is specific to video games. The same thing happens to voice actors in animation. The voice actors on The Simpsons have had to fight tooth and nail to get a bigger slice of the pie, yet their voices are a major reason the show has been such a cash cow. At one point, Fox threatened to replace them with new actors. Can you imagine someone actually believing such a threat? The entire reason Maude Flanders died was because Fox wouldn't even pay to fly Maggie Roswell from her home in Colorado to LA.

    Listening to the commentary for Futurama has made me realize that there are four kinds of voice actors. There are people who are good at doing basically their own voice. Then there are good voice actors who can do a voice or three. Third, there are people who can do a lot of voices, even if some of them sound pretty similar. Finally, there are extremely talented people who can do many unique and entertaining voices, plus use their voice as a foley artist. Billy West is definitely in the last category.

  100. Down in front, little man by billcopc · · Score: 1

    Nobody's ever heard of Michael Hollick. He's had a dozen or less tiny roles in a few TV episodes (Law and Order + spinoffs). He's a junior, and junior actors make peanuts. In fact, I wouldn't be surprised if he made more money on GTA than he has on all his prior acting jobs combined.

    I think his attitude underlines the major problem with actors and the film industry in general: they have a warped sense of entitlement.

    GTA IV would have shipped without him, or any other voice actors. It used to be (back in the glory days) that the developers themselves would do the voice acting, with mixed results of course, but it didn't really damage the gaming experience much at all. Worst case, you let out a chuckle at the horrible timing or nasal voice in a thriller adventure or FPS.

    I've never understood the multi-million dollar paydays in the film industry, but then again I don't understand how a single game can rack up hundreds of millions in budget expenses. How much are you paying these overworked developers anyway ? How many man-hours actually go into the product ? Something's wrong with both these industries, and until they clean up their act (pardon the pun), I care not about their whining.

    --
    -Billco, Fnarg.com
  101. Guess what... by Bones3D_mac · · Score: 1

    Unless you're a voice actor on The Simpsons, you don't count!

    It kinda helps to know the battle conditions before you pick a fight. Because obviously, you have no idea how far the odds are stacked against you on this one...

    Unlike the other mediums listed, the game industry doesn't harbor foolish attachments to voice actors. To them, you're just another sound effect... an asset that can, if needed, be replaced without a care. After all, it's not like anyone's going to refuse to play a game as well known as the Grand Theft Auto series, simply because they don't like the voices. As long as the gameplay is good, you, the voice actor, are irrelevent to the experience outside of being "a nice gesture" for the price.

    And even in the case of GTA4, despite all those hours of dialogue record for the game, the reality is that the average gamer is going to hear it over a fraction of the game's total lifespan in their collection.

    Now, if GTA4 had been made into a rigid, missions-only game, you might have some relevence to the player, should the character re-emerge in a future version of the game. However, since the game is a giant sandbox and is online multi-player... no one really cares!

    --


    8==8 Bones 8==8
  102. What planet are you on by Anonymous Coward · · Score: 0

    to make about $ 100,000. Software developers probably made more than that in 15 months,

    You think that game programmers make that kind of money? Have you ever tried to work in the industry? The number of software developers that want to make games is quite high, and as such the salaries for them is quite low, compared to software development in other industries.

  103. hmmm by nomadic · · Score: 1

    Don't the GTA games also have "celebrity" voice actors? I wonder how much they get paid...

  104. fuck that guy by sneakyimp · · Score: 1

    The last thing we need is overpaid assholes like professional athletes or the faux royalty of hollywood ruining the game business. Note to rockstar: I would have done that voice-over work for half what he got. You can always call me ;)

  105. Pointless - Buy Out by Anonymous Coward · · Score: 0

    This is a pointless article because even in the other areas of voice acting there is something called a buy out. What this means is you do the work and get a flat fee with no residuals. So, they just need to realize they are automatically getting a "buy out" deal.

    And yeah, the guys a bit of a dick for thinking games are all about the actors.

  106. Been there... done that...got the check... by Schmyz · · Score: 1

    Being a former film guy/actor who worked in the video game area on a game that became a "franchise" (I think they are up to the 4th or 5th game) I can understand the plight of the actor...but at the same time I see it from the game developers point. Unless the game is using some sort of new tech application. (I.e. a new 3d inhance graphic generator or something) the developers have no idea how much or how well the game is going to do. Now on the side of the actor... if the actors voice talent is good enough to rate a return for a second game...or other media of voice over work...then it is the actors AGENT that needs to fight for the compensation for the actor...NOT the union. (granted the union is very weak in its current online media postion pertaining to residual compensation for talent). Ok this can be come very long and blah blah blah on my end. Just my two cents.

  107. "Reading out loud" by achurch · · Score: 1, Insightful

    A hundred thousand fucking dollars for reading out loud?

    Voice acting isn't just "reading out loud", the same way movie acting isn't just walking around a stage. Voice actors have to be expressive, able to inject all sorts of emotions into their readings, able to laugh or scream or cry as necessary--and have to be able to do it on short notice, without reading through an entire scene every time, often without being able to hear the other characters they're interacting with--and have to stay in sync with whatever animation they're voicing. It may or may not be worth $100k a game to be able to do that, but it's not something you can just grab J. Random Sixpack off the street for.

  108. All things considered equal by BigJClark · · Score: 1


    I use the same argument at work. You want to get paid more? You think you have a better way of doing things? Fine.

    DO IT

    Start your own company, pay yourself as much as you like, do it your way. Until then, be happy you got paid that amount of money, shut up, and get back to work.

    --

    Hi, I Boris. Hear fix bear, yes?
  109. Quite frankly, no... by brkello · · Score: 1

    This is not a movie. There are no voice actors that drive sales of video games. No one says, oh, Bob is voice acting in Final Fantasy XXX, I am going to get this one for sure! The creativity comes elsewhere. Sure, great voice acting improves a game, but it doesn't drive sales. The money should go to the programmers, artists, and creative talents. Getting paid 100k to do voice acting seems fine to me. There are plenty of good voice actors out there and if one wants more money, they can simply find another who is reasonable.

    --
    Support a great indie game: http://www.abaddon360.com
  110. More money? How about no job? by joelwyland · · Score: 1

    To get royalties and such he would have needed to ask for more money. As soon as he asked for money, the staffing manager for the game would have just said no and hired someone else to do it. He can complain after the fact, but he knows that he never would have gotten the job if he tried to negotiate terms like those.

  111. Percentage Contribution? by Baavgai · · Score: 1

    Take the number of man hours devoted to the project by the "talent"; programmers, graphic designers, and this talking head. Figure his time spent on the project. Now, give a fixed percentage of the revenue back to the artists, based on time spent. With even a generous deal, I wonder if this guy would even come close to 100K?

  112. Blacklist the whiner by kenp2002 · · Score: 1

    Plain and simple, this guy's career is toast. His greed is incomprehensible to me.

    --
    -=[ Who Is John Galt? ]=-
  113. Relative worth by luther2.1k · · Score: 1

    I'm a senior graphics coder for a games company in the UK but.. hang on a minute, I can read and do a variety of convincing impressions! That'd be a lot easier than all that 'chimp work' with all the maths and the C++, code design, gruelling deadlines and no royalties.
        Seriously, if I could earn that much money for that amount of work then maybe my mortgage wouldn't look quite so intimidating.
        Everybody deserves to be paid well for the work they put in as a function of the amount of money that their product makes. Just because your stupid voice or face is all over a product, doesn't mean that you're the most deserving of reward.

  114. let's turn that around... by Goldsmith · · Score: 1

    $100k is a great salary for the amount of work that guy did. I would be absolutely thrilled to get paid at that rate, and what I do is a hell of a lot more important than voice acting in a video game.

    When are actors in other media going to start to be treated like video game actors?

  115. The whole residuals thing is whacked by jollyreaper · · Score: 2, Interesting

    I can understand actors wanting residuals when considering how much the company owners are raking in. $600 million in profits, I'm the voice of the character and I only get $100k? What the hell? Yet at the same time, why shouldn't the secretary get a cut of the overall profits? That coffee doesn't make itself! And then we get into lunacy land.

    Overall, I think long-term royalties are a bad idea, especially because of the corporate greedheads. I think a limited copyright should exist for 15 to 20 years, then it should be dropped. That's enough time for an inventor to make money off his invention, a writer to rake it in off of his book, and then it's done. Why the hell is Jimi Hendrix making executives millions of dollars decades after he kissed the sky? Why in the fucking hell does MLK's family have rights over his name and likeness, up to and including selling it to marketing companies so they can use civil rights to turn a fucking buck selling crap?

    It's the inequitable distribution of income that really rankles me. I do believe that there's a measure of reward that should be had commensurate with risk. However, when the money men are well-secured in their positions of power and are taking very little risk to finance a project, why should they earn a higher return than the people pouring their blood, sweat, and tears into the effort?

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  116. blame your agent doucheball! by DragonTHC · · Score: 1

    just because your contract wasn't negotiated properly, doesn't mean you should whine and get more.

    You got paid more for one gig than I've made my entire life. quit your fucking whining. You big fat douche.

    --
    They're using their grammar skills there.
  117. Why should they get part of the profits? by mosb1000 · · Score: 1

    They were compensated in full for the time spent already, and they bear no risk. I could see asking for a cut of the profits in return for a lower wage (or no wage) but I don't see why someone who bears no risk should expect a portion of the profits. Furthermore, I don't see why you would want to stake a part of your compensation on the game's success, since you have so little control over the quality of the final product (unlike a singer or a writer).

  118. Economic Rent by Anonymous Coward · · Score: 0

    Google the definition. You are paid what you are worth, it's that simple.

  119. Give me a break by Pmpnjomama · · Score: 1

    Oh no, somebody call a whaaambulance! I only made a $100,000 for voice over work. What's next? Is Vanna White going to complain she didn't make enough for flipping the letters over on Wheel of Fortune? Boohoo it's such hard work.

  120. Give me a break. Free market = good thing. by 7grain · · Score: 1

    Is it time for video game actors to be treated as well as those in other mediums? I'm not clear how they are not being treated the same as actors in other "mediums"(sic).

    He has a talent, he has an agent. He accepts a contract, he performs his work, he gets paid according to the terms of the contract. Free market, it's a good thing.

    And aside from that, let's be honest. Voice acting is not exactly like acting in front of a screen. You're judged purely on your voice. Not your age, appearance, or physical presence. If Michael Hollick wasn't available, his absence would not be difficult to fill. I don't see people flocking to buy ANY video game EVER based on who the voice talent is.

    It is fun to sometimes recognize a screen actor's voice in a video game, but their names don't exactly make it to the front of the box. I mean, even Patrick Stewart did a voice in Oblivion, and he barely got a mention on the back of the box. And he's got crazy geek cred. But I don't think he moved any units for Bethesda on his own.
    1. Re:Give me a break. Free market = good thing. by justinlee37 · · Score: 1

      I don't see people flocking to buy ANY video game EVER based on who the voice talent is.

      Exactly -- it is financially justifiable to pay Robin Williams or Will Smith millions of dollars for a movie because having their name on the title alone will drive up revenue from the movie by millions of dollars. Nobody knows who the hell Michael Hollick is -- and in the case of a videogame, they don't care. They just want to kill cops and screw hookers in stunning, state-of-the-art 3D graphics.

  121. no worker gets paid what they deserve by nickhart · · Score: 1

    A lot of what I'm reading on this thread amounts to, "so what? Such-and-such person doesn't get paid this much, or he didn't work as many hours as this person." These arguments are not helpful and they fail to get at the heart of the matter.

    We're talking about a "blockbuster" game with $600 million in sales. None of the workers involved in the production are getting their fair share, whether voice actors, animators, engineers, QA, project managers, or even the support staff who maintain the business working environment (such as janitors, office assistants and others). Hundreds of people collaborated on this game and they're all getting paid a fraction of what their labor is worth. The "owners" of the game, who never performed one minute of actual productive labor, are going to reap the lion's share of the profits.

    Actors (and writers) in other industries (voice or no) receive royalties because their likeness is being reproduced and re-used for commercial purposes (read: for profit). As such, they deserve a cut of the profits. So do the other workers who contributed to the game.

    The entertainment industry as a whole (film, tv, news, games) is immensely profitable, but the owners are loathe to cut anyone in on the action. They need to pay those who create their profits a bigger share, and the only way that is going to happen is if workers organize and withdraw their labor power. Our only leverage as workers is the fact that the bosses need us to create their profits. Without workers the bosses have nothing.

    1. Re:no worker gets paid what they deserve by gujo-odori · · Score: 1

      You say the owners of the game didn't put in any productive labor.

      I bet to differ. They paid for it. That is the most productive thing of all, because without someone paying for it - that is, taking a *risk* with their money and bearing the opportunity cost of things they might otherwise have done with that money - the game never would have happened. They also did overall management of the project. You can argue that running a project and making sure the money is spent where it needs to be spent is not productive labor, if you want. Good luck with that.

      The guy was hired as an independent contractor (not even a regular employee) to produce a work for hire and he was paid $100,000 to do fairly easy work for a fairly short amount of time (it takes me and most people a lot longer to make $100K than he spent on his voice-overs). The idea that he wants royalties is as ludicrous as an artist selling a painting to a museum and then whining that she's not getting a percentage of the museum's gate. I'm not saying no one does that - I'm sure someone, somewhere, has at least tried it - but it's ridiculous.

      "Without workers the bosses have nothing" - well, Mr. Marx, without people to invest in projects and provide employment, we workers have nothing, either. Don't look now, but you can count up the remaining Marxist countries in the world without running out of fingers, and in those few, the only ones that are making a go of it economically have introduced so many capitalist market reforms that the only point on which they still look Marxist is that they have powerful, central unelected governments that took power at the point of a gun and have no regard for freedom of speech, political freedom, basic human rights, or any of the other things we take for granted in this horrible capitalist system of ours.

      Leninism/Marxism/Communism is a complete failure, didn't you get the memo?

    2. Re:no worker gets paid what they deserve by nickhart · · Score: 1

      Spoken like a true capitalist. Society would shut down and the human race would die out if rich people weren't around to exploit us all! Oh, and in case you hadn't noticed, *capitalism* is the complete failure. 6 million people dying of hunger and preventable disease *every* year, three billion people living on less than $2/day, environmental catastrophe, unchecked global warming, racism, endless wars... yeah. Big success. Thank you capitalists! What would we do without you all?

    3. Re:no worker gets paid what they deserve by gujo-odori · · Score: 1

      Yes, I am a true capitalist. And the problems you describe are not caused by capitalism. In fact, they are the most prevalent and most severe in countries that are the least capitalist. In fact, the problems you mention are least common in the most capitalist countries. Which countries have the least poverty, best health care, and fewest environmental problems? That would be the advanced capitalist economies.

      Some of the problems you mention are of dubious veracity (3 billion people living on less than $2 a day) - not to mention that in a lot of places, $2 goes a lot farther than you might think.

      Others, such as racism, war, and environmental catastrophe, are not particularly linked to capitalism. Racism? It's existed longer than capitalism, probably has a shot at existing longer than capitalism, if something better than capitalism ever comes along, and is just as common in communist countries as it is anywhere else. I not only know a lot of people who have lived under communism and can attest to that, but I personally have lived under communism and can attest to that.

      Environmental catastrophe? Wow, you ought to look around the former USSR a bit if you want a good look at environmental catastrophe. Severe environmental problems in advanced capitalist democracies are notable for their rarity.

      Endless wars? Let's see. The number of communist countries in the world that haven't become so at the point of a gun is, umm, oh yeah - zero. The former Soviet Union pulled of all eastern Europe into communism at the point of a gun and kept it there by the same method. Every communist country in the world became so not by an election by by a minority with guns successfully waging an armed conflict to displace the corrupt government and replace it with one even more corrupt (if you don't believe that, go live in a communist country for a while and you'll find out). There is also the inconvenient truth that war has existed far longer than capitalism and has become far less common as capitalism has progressed. Advanced capitalist ecomomies have too much to lose to fight each other. European countries used to be pretty much constantly at war with each other, either cold or hot. After WW II and with the rise of interlocking advanced capitalist economies, they've finally gotten that out of their systems. The best cure for war is prosperity and capitalism delivers that. Other systems don't. The next best cure is democracy, and other systems are pretty bad at delivering that, too. Capitalism and democracy are not the same thing, but the capitalist economic system has proven itself the best at supporting the democratic political system.

      Unchecked global warming? Who is doing the most to attempt to check it? The advanced capitalist economies? Who is doing the least? Everybody else, who is pretty much doing nothing. I'm from southern California, and I thought I knew what air pollution was (LA), until I lived in a communist country for a while. Wow, LA is great compared to that.

      So, what, then, would you do without us capitalists? You'd only have as much food or clothing as you could grow and make yourself, little or no medical and dental care, and little or no transportation apart from your own feet. To the extent that communist systems provide those things, it is only be badly emulating capitalist systems, but capitalist systems provide them much better. Oh, and you'd still have the wars, racism, and environmental problems. Poverty tends to exacerbate all of those things, and communism does poverty really well.

  122. Few weeks by Anonymous Coward · · Score: 0
    According to http://www.gamespot.com/pages/unions/forums/show_msgs.php?topic_id=26350947&union_id=1846

    Recording sessions for dialogue and in-game audio went on for ten hours a day, five days a week. The entire process took weeks to finish.
  123. Not quite the same... by 7Prime · · Score: 2

    Well, there's two sides to the arguement. One is that the voice actors in video games are doing just as much work as voice actors in other mediums: Film, TV, Radio. But the reality is, they're really not as important in video games as those mediums. There was little to no voice acting in games until around 2000, and still, a great number of games (probably still the majority) contains either no voice acting or only partial voice acting. Even most games that have voice acting (GTAIV included) have subtitles at the bottom of the screen, so TECHNICALLY voiceacting isn't neccessary.

    I flat-out disagree with his claim that it's the actors who bring the characters to life. Many games have been made that have wonderful character portrayal with no voiceacting. Many Japanese RPGs, for instance, relly on various methods of getting across character emotion that build up incredibly subtle character personality over time. I first played FF6 back in 2002, and found it to be one of the most moving games I'd played to date, for instance... mostly due to the writing, but also due to the timing and character plot arcs. Sure, it was simplistic, but I really felt for those people. Sometimes, voice-acting brings the characters a bit too close to reality, and all the nuances get sort of lost within the jumble between voice and body language.

    The single most important thing for the portrayal of humanality in video games is character animation/body language, and facial expression. The PS1 was almost completely dead in that department (even more so than the 16-bit era), the PS2 tried, but often came across either over-the-top or not quite correct. I'm starting to see quite a few titles that are able to portray character personality and emotion with the 360, Wii, PS3, and late PS2 titles... but I think this has to do less with hardware advancement than it does a realization that those things are incredibly important. That will probably be this generation's biggist legacy. GTAIV isn't perfect in this department, but it's getting better.

    So in closing, it's a tough decision. It's like any other market, you have to balance the amount of work one has done with the neccessity and effect of their having done it. Some games couldn't possibly work without voice acting... you can't have an MGS without David Hayter, for instance, and in that case, he's probably almost as much a neccessity as a TV voice/film actor. But for GTA, of which voice acting is not as much a neccessity, and characters change from game to game, it's understandable that they make less.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:Not quite the same... by Yeef · · Score: 1

      I flat-out disagree with his claim that it's the actors who bring the characters to life. Many games have been made that have wonderful character portrayal with no voiceacting.

      The single most important thing for the portrayal of humanality in video games is character animation/body language, and facial expression. I just want to point out that this guy did both the voice acting and the majority of the motion-capture for Niko. Reading the article, I don't get the sense that Hollick was looking for an outlet to complain. It seems more like the Times interviewed him and the best article they could pull out of it required them to take a small, but obviously controversial, portion of the interview and balloon it out to be the entire focus of the article.
      --
      I was once a horse.
  124. Byte Me by Anonymous Coward · · Score: 0

    He wants the voice actors to get Hollywood money, yeah right...

    What about the Graphic Artists, the Coders, the Modelers, the Designers, the Testers, etc. They are all a big part of the production.

    If they start paying even more money to get 'known voices' they'll just get unknowns to do the parts. Besides, have you ever heard of this guy before? (Not the shows he's been in, but him.)

    Imagine if they paid Hollywood prices to 'actors'. You'd be paying $120 for the game, and there'd be even less 'new' stuff.

    Since when should a freaking script reading monkey be worth more than the rest of the Dev team combined?!

    Arrogant Greedy Cretinous Second-Rate Actor Wannabe...

  125. What about athletes in sports video games? by RevWaldo · · Score: 1

    What sort of deal do they get, after they've gone through motion capture, etc? Admittedly it's an apples-n-oranges comparison (the athletes are in the video game as themselves, for example) but it'd be a helpful benchmark.

  126. the creative people who drive the sales by AlgorithMan · · Score: 1

    ...to protect the creative people who drive the sales of these games
    I don't think they will matter that much in future games (I'd even say actors will be less significant in movies)
    http://www.naturalmotion.com/euphoria.htm
    --
    The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
  127. Hollywood voice actors in video games by Flentil · · Score: 2, Insightful

    We already have the precedent of big name hollywood movie stars voicing major roles in video games. Just to name a few of the most relevant, there's Ray Liotta who did the main character's voice in GTA:Vice City, Samuel L Jackson who played the main villain Officer Tenpenny in GTA:San Andreas, and James Woods who did the voice of the CIA guy in GTA:SA. I said movie stars because despite what you may think of any of them, these three guys have all starred in their own major hollywood movies. So what kind of deal did they get? Paid for the day like this Niko voice guy with no residuals? WHy would they accept that? If they had done the same exact type of work for a Pixar movie they'd get the full residual deal. From what the article said, Michael Hollick worked even harder than a typical voice actor because he did all physical acting of his character through motion capture. The businesses are so similar, and the voice acting jobs so nearly identical, I don't see why one should get residuals and the other day-labor pay. Even if it is a ton of money, the deal should be the same in all fairness. I think the Screen Actors Guild should make this point very clearly to the video game producers, that if they want to play with Hollywood actors or any professional actors, they will have to pay the fair share. All this talk about compensating the programmers and artists is besides the point. A different point to argue that would also include all the set designers and makeup artists etc, but not what this article is about.

    1. Re:Hollywood voice actors in video games by swordgeek · · Score: 1

      You could hit "enter" once in a while and make your posts more readable.

      But here's a question:
      "We already have the precedent of big name hollywood movie stars voicing major roles in video games."

      Do you know how these guys were paid for their voice acting? If they got paid residuals, then this guy should as well--as much as he'd get for being an unknown actor in a movie.

      (Some other biggies: Margot Kidder and James Earl Jones were both in the Tex Murphy series, and Mark Hamil has been doing computer game voiceovers for almost 15 years now.)

      --

      "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
    2. Re:Hollywood voice actors in video games by BlastOff · · Score: 1

      Well, that's the main point really. The people you mentioned all have smart people working for them that make sure they get paid appropriately. This guy obviously didn't.

  128. In fact by Sycraft-fu · · Score: 1

    That's probably the reason he got the job in the first place. Game developers know that actors aren't important to selling games. The #1 most important thing is game design, followed at a very close 2nd by good programming. Actors are important only in so far as that people prefer good voice acting to bad voice acting. However you can get good voice acting out of people who are not well known. Big name actors don't sell games, in fact, they aren't even listed. I mean Samuel Jackson was a voice actor in GTA: SA. Did you see his name featured prominently on the box? No. Because it just isn't a big seller for video games.

    Hence, for a roll like this, they'll find someone who is a good voice actor, but not someone famous. They aren't going to pay fame money to get a big name because they know it won't matter. GTA 4 will well just as many copies with "Nico the no name voice actor" as it would with "Nico voiced by a huge star."

    So that's the whole reason he could get the job. If it was a case of big names making big sales, well then they'd pay big money to a big name and this guy would have been out of luck except to maybe get some minor roll doing 2 lines for a passerby. Since big names aren't necessary he was able to land this role. He should be happy for that.

  129. who said capitalism was fair? by Locutus · · Score: 1

    this guy wants what and why is he not concerned with what others were paid in the production of the product?

    Where was his risk in all this and if he's not happy then why did he sign up and take the $100k when it was offered?

    I doubt he was offering up even a cup of coffee when GTA was initially under development and now he wants a piece of the pie. Cry baby cry. IMO.

    LoB

    --
    "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
  130. Michael who? by justinlee37 · · Score: 1

    The reason that big name actors get paid millions of dollars is because their names and faces are recognized by consumers. People like Adam Sandler or Tom Cruise are able to demand millions for their work because they are one-of-a-kind; Michael Hollick, on the other hand, is not a household name. His voice acting, while it may be good, could be done by any number of no-name actors. That fact alone is why Michael doesn't get the sort of paycheck he'd like to -- if he suddenly demanded royalties for his services, video game companies would simply hire a different voice actor who would agree to the original contract terms.

    Does anyone know how long he had to work for $100,000? If it was a single year then he is making more money than most police officers or grade school teachers, and he should be quite content.

  131. And your job by Sycraft-fu · · Score: 1

    Is far higher up on the "What sells games," scale. While design and programming are the most important, I'd say graphics come in right after them. Face it: Shiny graphics sell games. There have been games that failed pretty badly at design and programming but still had good enough art to do ok.

    As such, your job is worth more, or should be at least, than that of voice actors if you are good at it. Your work is going to do more to sell the game than their work is.

    Actors are paid a ton in movies because they do a lot to sell them. A big name actor is reason enough for many people to see a film. This is not the case with games. Good graphics do waaaaay more to move a game than big name voices. That's why on a box there's shots of the graphics, but not a list of the voices.

  132. My friggin' heart bleeds... by RogueWarrior65 · · Score: 2, Insightful

    Three words: GET OVER YOURSELF!!! I've developed visual effects software that's been used in dozens of movies. Where the hell are MY residual checks?!? Oh, and never mind the fact that I didn't get paid $100,000 for the software either. Oh, and never mind the fact that the damn "artists" whine and complain that there are no presets or that it doesn't get fancy Academy-award Winning features every two weeks for free.

  133. *sob* by smoker2 · · Score: 1

    See title.

  134. I don't think the union can do anything by Sycraft-fu · · Score: 1

    The game industry will just tell them to get fucked. Voices don't sell games. That's just how it goes. Number one thing in game sales is good design. All the games that do truly huge numbers are well designed. Right after that, almost tied probably, is programming. Games that are well coded (this encompasses a whole lot from having cool new tech features to having gameplay that works like it should) sell well. Notice that the things that the GTA games are praised to high heaven for are the design and gameplay. After that, it's probably graphics. Shiny polygons sell games, simple as that. Well voices come in somewhere down around with some effects and things like that. They help the overall experience and are not useless, but are far subordinated to other issues.

    So if the actors guild says "You have to pay our people a whole ton of money," game companies will say "Thanks but no thanks," and find other people to do the work. Turns out the SAG doesn't have a monopoly on talent. You can find voice actors that aren't guild members, you can look to other places like stage actors. Heck for that matter, maybe you find people internally that do a good job. Joe Kucan is quite popular in his role as Kane in the Command and Conquer series. Well he's not a Hollywood actor. He was Westwood's director for their cutscenes, and also got cast (or perhaps cast himself) as Kane, and did quite a good job.

    So the union has no bargaining power because they don't have control over anything the VG industry cares about. Hollywood cares, because the big name actors who are SAG members sell movies. You put big names in a movie, it makes more money. Thus SAG has power to bargain with them. At this point it doesn't work that way with videogames, thus the game industry doesn't give a shit. If SAG member refuse to work for them, they'll just get other people.

  135. Actors Get Paid Too Much by Anonymous Coward · · Score: 0

    The problem isn't that the video game actor isn't getting millions of dollars, it's that every other actor IS getting millions of dollars.

    Lets say I work full time for a year and earn $100,000. A mid-end actor can work for 3 months and get up to $3,000,000.

    How can anyone justify ANYBODY making 30 times as much as the average person, when they worked for a quarter of the time? I don't care if they are the best and most popular actor on the planet. Nobody needs or deserves this amount of money.

    This is one of the many problems with the music and movie industries, and I'm happy it hasn't spread to video game industry yet.

  136. Cry some more. by thezig2 · · Score: 1

    $100k is a lot more than most of the programmers made, and their job had longer, more stressful hours. VAs are reaching the end of their usefulness; within 5 years we'll see mainstream use of realistic CG voice.

  137. Not as easy as that, unfortunately by snowwrestler · · Score: 1

    In industries that are heavily unionized, it is often impossible to negotiate your own contract for work, because employers will refuse to hire people outside the union. Why would an employer do that? Because if they do hire outside the union, their union workers will work slow, strike, or organize "corporate campaigns" (look them up) against them. You probably don't know about this stuff because only about 7% of the workforce is in a union these days. The entertainment industry is one of the few that is still heavily unionized.

    --
    Build a man a fire, he's warm for one night. Set him on fire, and he's warm for the rest of his life.
  138. I disagree by SeePage87 · · Score: 1

    Yes, the technology is important, but it's the human performances within them that people really connect to As an avid player of Nethack, I assure you, human performances have nothing to do with it. Come to think of it, technology isn't that important either...
  139. 100K for voice work? by Anonymous Coward · · Score: 0

    Maybe it's time actors in movies and TV got treated as "poorly" as these guys.

  140. where are the grammar Nazis? by Anonymous Coward · · Score: 0

    Mediums?

  141. Actors get more when the studios want them by jesterzog · · Score: 4, Insightful

    I honestly hate the fact that actors feel like they deserve more for doing less.

    Personally I don't think this guy should get more than what he initially agreed to, and I also think he's sounding a bit more arrogant for wanting more. The fact is that his employer could hire someone else and get virtually the same result, because (as many people have already said) people don't buy games for the actors.

    But I certainly don't have a problem with actors getting paid a lot if it's just a case of market forces. A really good example of this is the Simpsons' voice cast, who are now earning on the order of millions of dollars per season. That's a huge amount of money for the amount of time it takes and compared with other people on the staff (such as writers and producers and animators, presumably), especially considering it doesn't even prevent them from doing other work. The difference is that they're nowhere near as replacable. Fox can (and did) replace most of the original writers of the show to the extent that the plots and quality have changed hugely (imho), but it still makes money because the show's primary pulling point these days is the voice acting.

    The reason they get this much isn't because they're arrogant, it's because that's what the studio thinks they're worth. The actors have been doing voices on this show for something on the order of 20 years! Nearly anyone would rather be spending their time doing something else by that time, and it's not as if the actors owe it to the show's fans to keep working at low rates for the rest of their lives. They've named a price that'll convince them to stay, and Fox thinks they're worth it. At some point it won't be worth it for Fox to keep paying the amount that the actors want, the show will end or they'll find someone else, and the actors will still be happy because they'll finally have time to spend on other projects they've wanted to to for ages. Meanwhile it's market-decided compensation for whatever else they're giving up which they'd much rather be doing.

    If this GTA4 guy (whom I never heard of) reckons he's worth more than $100k then more power to him, but he needs to convince someone to pay him what he thinks he's worth. If a studio pays him more they'll probably be subsidising it by dropping alternative actors or talent somewhere else, which he'd be expected to replace. If he can't convince them to do that, he's worth less.

    1. Re:Actors get more when the studios want them by afxgrin · · Score: 1

      I'm sure someone will program an application that can cut clips of their recorded phrases and glue them back into entirely new ones.

      Fuck, they could probably synthesize that shit.

    2. Re:Actors get more when the studios want them by jesterzog · · Score: 1

      Yeah they probably could and it'd be just as profitable. Personally I stopped watching the show years ago when all the good writers and production staff. ("Good" in this case meaning "people who produce stuff I like") moved over to Futurama.

    3. Re:Actors get more when the studios want them by neumayr · · Score: 1

      [...] because (as many people have already said) people don't buy games for the actors. While that's probably true, I personally avoid games with bad voice acting.
      Annoyingly, most games in my native language (interestingly both localizations and originals) have incredibly bad voice acting - no idea why that is.
      But I can imagine it's partly because as voice acting for games doesn't pay as much, they don't get many good actors. Not that I think 100k isn't a lot of money, but I also have no idea how much work this guy had to put into it.
      --
      Truth arises more readily from error than from confusion. -Francis Bacon
  142. Entertainment Unions by end15 · · Score: 1

    This is much more about unions vs. corps than lowly worker vs. lowly worker. True some actors make obnoxious amounts of money and there's no way to justify it. That said most actors do not make a living wage. Second acting is a very difficult job, and I would be willing to bet that most people talking it down have never really done it. I'm not saying actors are saving the world but what they do is going to be more and more important to gaming. Think of how many games just died or became total mockery because of the terrible acting. Video games are becoming the next medium of entertainment like television, film, and theater before it. At some point all of the workers including the programmers need protection and a bigger slice of the pie. I suspect over the next 10 years we'll see these changes happen.

    --
    All glory to the Hypnotoad!
  143. Bzzzt, Wrong, Thanks for Playing by Bob9113 · · Score: 1

    Yes, the technology is important, but it's the human performances within them that people really connect to,

    Sorry suffering artist actor guy, but you're wrong. Having played about 50 hours of GTA:IV now, I have to say that my strongest connection in the game is to the physics engine. The driving is simply sublime.

    Second is the sandbox model, which Take Two has been developing since the first GTA.

    After that, it's the graphics engine, the story, the object models, and the textures - not necessarily in that order.

    Then, maybe, the voice and movement actors. And I darned well expect my $60 to go to what makes the game great, not your nose-bent-out-of-joint sense-of-entitlement ass. Get back behind the counter and make me my coffee.

    Of the 50 hours of GTA:IV I have played, maybe two of them have been listening to your sorry ass. The other 48 have been engrossed in the brilliant game engine. You want someone to get royalties? Give it to the physics developers.

  144. What? Too cheap to do a real contract? by Anonymous Coward · · Score: 0

    Um... couldn't he have just put in "I want .00X percentage of all sales" plus 75k up front?" into a contract when creating this?

    If you're in the business, you should think about those things first. If they don't want to do it, and you feel you're getting ripped off by not getting future revenue, walk away. They'll hire some other shmuck who will do it of course, but sheesh, if the actors don't want to stand up and make negotiations when getting the job, they don't deserve the extra pay. Blaming it on the unions is silly... Unless of course the unions want to control the contract. Then you'd better get after your union.

  145. It isn't about the 100K by Rastl · · Score: 1
    It's about how the union doesn't have the same agreements in place for voice over work done for video games that it does for other forms of voice over work.



    What about the other voice over actors in games that make far less and the game sells well? They're using him because he's the voice of a well known character in a very well selling game. It's nothing more than a point about how this medium doesn't have the same terms as other voice over work.


    There's nothing to stop developers from negotiating points on sales if they so choose. Or from forming unions that will do the same thing. So don't start the "Wah. What about everyone else?" This actor is part of a union and is looking for the same benefits as other voice over actors in the same union working on different projects.


    Good voice actors really fill out the game. Consistent voice actors across versions keep continuity. People may not buy the game because a particular actor did the voice but they're going notice if every time they get a new version the characters sound different and it will affect the gaming experience.


    In summary. He's stating the union should get better terms for voice actors in video games, equivalent to other types of performances. Doesn't sound that unreasonable.

    1. Re:It isn't about the 100K by shentino · · Score: 1

      Tell me about it.

      The first Spyro series was particularly annoying in this regard. Spyro had 3 voices for 5 different games.

  146. imagition exercise by Anonymous Coward · · Score: 0

    Hollick says, 'I don't blame Rockstar. I blame our union for not having the agreements in place to protect the creative people who drive the sales of these games.

    Once I imagined him saying that in his serbian accent, I actually laughed out loud!

  147. only a 100k? by DerWulf · · Score: 1

    poor guy, only got a $100k. That's like 3 euros, right? Seriously though: 'people that drive the success of these games' are NOT the voice over guys. Be glad you got the 100k, there are lot's of people earning way less for work that is a lot harder.

    --

    ___
    No power in the 'verse can stop me
  148. Re:Some games, the actors really do sell the produ by garylian · · Score: 1

    It's too bad I don't have mod points left, and I can't use them in a thread I posted on. Very informative.

    And the funny part is, she's done voices in many other games I've played, including EQ, EQ2, and Might & Magic IX. Though you would have been hard pressed for me to identify any of those as her voice.

    Obviously, she is a talented voice artist by that page. I still will think of her as the voice of Aribeth.

    And yes, publishers know this, but the voice actors often only work a few days to complete everything. I'd love to see how many actual hours this voice actor put in for that $100K over 15 months. I'm guessing it added up to about 2-3 weeks worth of work. Nice pay if you can get it.

  149. haha by sir+fer · · Score: 1

    Hollick earns nothing beyond the original $100K he was paid. Aw man, only $100K? we must be in a depression, I don't know how he can make ends meet on such a measly wage...
    --
    Debian FTW ;o)
  150. How hard is it to do voice over? by Anonymous Coward · · Score: 0

    Seriously. I know engineers, accountants etc that make less money and these people want 6 figures for doing voice overs and such. Please.

  151. So happy the game is complete! by SeeSp0tRun · · Score: 1

    I really don't think I could have killed that hooker ,with this baseball bat, while picking up some coke, and running over a homeless guy... without the superb voice-overs in GTA IV.

    --
    Something witty.
  152. 2 points by Anonymous Coward · · Score: 0

    Number 1)
    A percentage would probably net him less money than the 100k up-front due to hollywood accounting. (if percentages were possible I am sure all the big game pubs would get their hollywood accounting game-on)

    Number 2)
    He already answered his own question.
    I blame our union for not having the agreements in place to protect the creative people who drive the sales of these games.

    He didn't drive the sale of this game, the programmers/designers/writers/actually creative people are driving the sale of this game. He is but a foot-note on the design process. I don't buy games for their voice actors. I buy games for the gameplay quality / graphics quality / art consistency. Sure, voice acting is a part of art consistency, but voice actors are a dime a dozen; and for a big game like GTA4, the voice actors would have been lining up for less than a 100k.

  153. Xcom - MOO 1 and 2 by the_Bionic_lemming · · Score: 1

    X-com and all moos owe their popularity to Actors!

    Of course, it was the old days, it was turn based, and we had to read what was going on.

    the filming was pretty bad, just low pixel representations, not much scenery - but we did have MIDI and WAV powering the stellar sound experience!

    YEAH, Games Can't be good without high priced actors grunting into a microphone! We should all pay 10 bucks more a game so the grunter can be richer than Gates!

    --
    _ _ _ Go for the eyes Boo! GO FOR THE EYES!
  154. voice acting in animation by simplerThanPossible · · Score: 1

    Voice acting in a video game is not comparable to TV or movies. It is comparable to voice acting in an animation.

    IANAAVA, but I've heard that when big name actors play voice parts in Disney films, they aren't very well paid - it's more of an honour to get to do it.

    Mind you - great voice acting makes a tremendous difference, and it takes real talent and experience - it should be well paid. The real issue is that the audience doesn't identify the voice with the actor, so it is not acting as a trademark. Therefore, the voice actor doesn't have anything to "own", and he can trivially be replaced with another (equally talented) voice actor. He's a commodity. Just like excellent programmers (who also are paid a high salary, but not royalties).

    To avoid this, voice actors would have to make their voice distinctive to audiences, so audiences identify it as that voice actor. They haven't done this in many decades of opportunity (maybe too easy to mimic?), so I can't see it happening now.

  155. Atlas from Bioshock by gregger · · Score: 1

    A friend of mine was the voice of Atlas. Due to union regulations, rules etc. he was not allowed to be credited on the video game box (either the XBox or PC version). He worked closely with Kevin for a long period of time, recording, re-recording, discussing character direction etc.

    His wages barely covered the union dues to enter SAG (Screen Actors Guild). So, with Bioshock's success and the impending movie, what can he do? He would of course love to be the voice in the movie, but with the success of the game, at the very lease he could be paid something larger than what he got for a paycheck for his work. It was orders of magnitude smaller than the guy from GTA IV's complaining about.

    I added the actor's name to the Wikipedia article on Bioshock...

    He wants to know:
    How important is it to the gaming community to use the original voices / characters in the movie?

    I'd love to see him get more work since he's a very good actor and deserves it for his dedication. At the very least he should get to apply that Master's Degree of his!

    TTFN

    1. Re:Atlas from Bioshock by sesshomaru · · Score: 1
      I don't know, I think fans of games and the like (cartoons for instance) have probably given up. I mean, it's been obvious for a long time that Hollywood doesn't care about what the fans want. Great popular game storylines are mutated beyond recognition for films. Sometimes they are given to Uwe Boll to direct.

      Comic books seem to do a lot better. While you might nit-pick about the Spider-Man movies or the Batman movies (and yes, there were some awful Batman movies) you know you'll get a certain amount of respect for the material when the film is made. (Oftentimes more respect than they are getting in the actual, modern day editions of the comics...)

      I suppose that they'll be a first time with video games, but so far it seems that even video game movies that are watchable entertainment pretty much ignore the material and are at best used as a springboard for film writers.

      Another problem is that video games are essentially cartoons, and when they move to the big screen they'll inevitably be recast. I don't think Tim Daly (Superman the Animated Series) was seriously consider for Superman Returns for example, or Kevin Conroy (Batman the Animated Series) for Batman Begins. The best I've seen on that score was when Mark Hamill (the Joker from Batman the Animated Series) was cast as the Trickster on the Flash live action TV show.

      Now, if they were doing Bioshock as an all CGI movie or a big budget cartoon, I'd say the voice actors would have a shot. Otherwise, though, I don't think they'll cast, for example, Armin Shimmerman as Andrew Ryan despite him nailing the voice role. Heck, it would be great to see a Warner Studios Bioshock cartoon, actually. Again, though, I think that would be too Avant Gard and they'll stick with some kind of live action popcorn actioner (probably having something to do with Hitler's Brain.)

      --
      "MIT betrayed all of its basic principles."
  156. World's smallest violin material by Anonymous Coward · · Score: 0

    $100k is pretty damned good for reading some lines that someone else wrote for a product that someone else designed and built...

    I'll bet that alot of the programmer's and artist that worked on the game made much less than that while contributing significantly more.

  157. the bigger picture. by DeskLazer · · Score: 1

    did the guy ever consider that if they ever make a movie, he might've been considered to play an actor's role? maybe not now, that he is crying about his "palty" 100k salary. he's not an actor. he's a freaking voice-over. it took minimal effort, and he got paid nicely for it. his negotiation skills were poor. he blames everyone else but himself. are you all surprised? I'm preaching to the choir, but the people writing the damn game are the ones who should be making the $$$$$$.

  158. A response from a professional developer by Anonymous Coward · · Score: 0

    I've posted response to to this on my blog, about how much "royalty" I've received from the games I've worked on. I don't pretend to respond to the entire games industry, but I don't know anyone who worked on hit games that get any where close to even $100k in royalties for that game, so a voice actor saying he should make million on the backend is a bit ridiculous.

    -Lida

  159. I'll agree, to a point... by BlastOff · · Score: 1

    Yes, the main actor should have received more money. It's not like no one knew how big GTA4 was going to be. The problem though are the unions and agents representing these guys. They still don't get how big the video game industry is at this point. They don't think about the fact that a game is going to pull in $500 million. They're still thinking old-school and looking at that sweet $20k they are going to make off the booking. Take-Two and Rockstar, nor the industry as a whole are ripping this guy off, it's his own representation. Had his people been more cognizant of the mass appeal of games they would have got him a lot more. Yes, the game industry will cut corners where they can but that doesn't mean this guy was without recourse. He just had crappy people working for him.