The Problems With Video Game Voice Acting
The Guardian's Games blog explores the tendency of modern video games to suffer from poor voice acting, a flaw made all the more glaring by increasingly precise and impressive graphics. Quoting:
"Due to the interactive nature of games, actors can't be given a standard film script from which they're able to gauge the throughline of their character and a feel for the dramatic development of the narrative. Instead, lines of dialogue need to be isolated into chunks so they can be accessed and triggered within the game in line with the actions of each individual player. Consequently, the performer will usually be presented with a spreadsheet jammed with hundreds of single lines of dialogue, with little sense of context or interaction. ... But according to David Sobolov, one of the most experienced videogame voice actors in the world (just check out his website), the significant time pressures mean that close, in-depth direction is not always possible. 'Often, there's a need to record a great number of lines, so to keep the session moving, once we've established the tone of the character we're performing, the director will silently direct us using the spreadsheet on the screen by simply moving the cursor down the page to indicate if he/she liked what we did. Or they'll make up a code, like typing an 'x' to ask us to give them another take.' It sounds, in effect, like a sort of acting battery farm, a grinding, dehumanizing production line of disembodied phrases, delivered for hours on end. Hardly conducive to Oscar-winning performances."
Who would have thought it?
Rush jobs typically exhibit signs of low quality and lack of attention to detail.
As the legendary tape of Orson Welles walking out of the 'All Your Base' recording proves.
solves that problem. Left click...left click...left click.....ooh, I can play the game now - cool!
Note to developers: I play games to avoid having to watch tv (along with all the hackneyed plots, poor acting, terrible dialogue etc), not so I can experience more of it.
How is this different from a cartoon? In my experience, even the worst cartoon voice acting is still a shade better than the average video game voice acting.
Wing Commander II was the first game I recall that had some sort of voice acting. Now that I think about it, the voice acting was crap... but back in those days where most PC users were probably still using PC Speaker and do not have Sound Blasters, having voice acting in the first place was consider OMGWTFBBQ awesome.
How times have changed.
What is the problem with reading the text on the screen? I remember characters "sounding" a lot better in my head before voice acting started. This is especially relevant for RPG's. I guess I don't mind in an action game if the characters are voice acted so that it doesn't tear you away from the action but for RPG's and slower games I'd much prefer to just read the script.
That's what it's going to cost to deliver across the board AAA assets consistantly in games.
Decent writing might help as well. In my experience, dialogue is written by game designers. Writing dialogue is not always their main talent.
Oblig: Wohhhh, Sorreeee about that! I thought....you were....one of the them!! (resident evil)
Please, please, always have dreadful voice acting in games. makes any game hilarious and memorable, and doesn't take anything away from it.
For a game that was out in Japan 3 months previously, I am astounded at the quality of the dubbing and voice acting of FFXIII. Even previous titles in the franchise had acting that made me wince (FFX most of all, the first in the franchise to attempt it). There's a heavy cost for this sort of quality, however, and if anyone has the money to throw at this kind of thing, it's Square-Enix on their flagship franchise.
Then why do the Japanese manage to get it right in every single hentai game?
JASON!
Getting voice over artists who understand the accents they're meant to be using would also be nice.
Having CoD4 ruined by the "British" voices pronouncing "depot" and "missile" in the USAian way (DEE-pot and MISS-le; rather than DEP-ot and miss-ILE) and using "cellphone" instead of "mobile". Five minutes work with a British person would have highlight this and minimised that ranting that I shouted at the computer screen.
...the actor playing Sheogorath in the Shivering Isles expansion pack for Oblivion, purely for the comically bad accent. Was Sheogorath intended to be someone who spent equal amounts of time living in Scotland, Ireland and America? Or did Bethesda just decide that one of the pre-existing cast of 4 voice actors was probably good enough to pull off an additional regional accent, seeing as the same person had already voiced half of Oblivion's population of NPCs?
Of course this works under the premise that acting is a profession, which some disagree with.
"Powers. I have them."
I see Mass Effect 2 has been listed as a game with good VA, which is cool; how about The Legacy of Kain series? Without a doubt, that's the bar for voice acting-- possibly even storytelling for the interactive medium.
I'd be interested to hear Cam Clarke's take on this issue (primarily known as the voice of Leonardo).
Cover your nose, Boo! We will leave no crevice untouched!
You will suffer! YOU WILL ALL SUFFER!
The real problem with voice acting, is that most people don't really know how the voice of a irish, dwarf, russian, french, spanish, etc.. guy sounds. So you can get a irish actor acting with his real irish accent called fake.
Another problem is economical. English voices are usefull only on a subset of the users. All your users can share the models and textures, music and sound effects, but voice is only user for english people and the like. And this thing get aggravated wen you hire "know actors". Maybe I know the face and the name of a actor, but I will not know his real voice, because here in spain all movies are translated to spanish, so all I know is the spanish translator voice, that can be poor compared to the original one (or better... you never know).
And we all know that MUD's are superior to all that newfangled "MMORPG's" thing.
-Woof woof woof!
The Half-life series seemed "intelligently" voiced.
Also, but not actually part of the NPC system, Max Payne had great voice acting.
But i understand the point the actor makes, if all you care about are the raw stats. (lines per hr @ $x/hr studio fee), finess is really hard.
i absolutely hate that
one example i really can't get over with is Starcraft 2 and the change of Kerrigan's voice. Blizzard replaced relatively unknown voice actress who did magnificent job at fleshing out the character with Tricia Helfer (Caprica Six from BSG) for her sex appeal. She sounds god awful and nothing like the original.
Blizzard simply had to fix what wasn't broken. Earlier they tried to replace Raynor's voice but due to serious backlash they reverted back, only to change Kerrigan who was so good in sc1 that everyone thought she is safe. No amount of whining on official forum can make them change their mind. They only pretend to listen when they expect that players pretty much agree with them on a given matter, if there is a serious criticism - people meet complete silence, no comments.
Apparently showing piece of famous ass in marketing campaign > consistency and feel of the key character. All other VAs are there.
This will greatly reduce my pleasure of experiencing single player campaigns, i don't need to give Helfer a chance, i know it. Old voice is too entrenched in my brain, cognitive dissonance is a given.
God damn it...
Yeah, it is absolutly stupid to not stick to real accents in a fantasy game. Whats next, invented factions, weapons, history or even species? Hell, if they don't stop at unrealistic accents whats stopping them to include magic?
It doesn't explain why JAPANESE voice acting trounces its English-speaking counterpart so easily, maybe the English VAs are hacks? Proof of that is Atlus and the Persona VAs, they're actually good, aren't they following the same "awful" system?
It would be a shame not to mention Call of Duty 4 and its clever system. Your team actually shouts usefull things when in combat such as "RPG on the balcony second floor to the left!", at least i found it both accurate and useful.
The monkey island games are excellent examples of voiceacting and portal should be mentioned too. Who doesnt love glaDOS?
I think you're being a bit too kind here. A made-up accent is one thing. A performance that sounds like someone with one accent doing a laughable job of a completely different one is something else. Doesn't really help with immersion when all you can concentrate on is how badly they're mangling the dialect.
Instead of a list of spreadsheet lines, why not put together the lines into acts with continuous story-lines that give support for interaction and context? The acts may even be lined with content that may not be used in the end product just to make it easier for the actors to enter into the plots. Letting the actors interact with each other during the recording sessions may also be a way to improve the acting. That together with good direction ought to improve the results. Of course it requires good script writing and more time but I think it would be worth it.
Games have improved tremendously in this respect over the last few years. Using the narrative context more so it's not just a collection of spoken phrases cut-and-paste together would help a lot. But you know, there's some even more basic problems remain:
1) Use the same actor for the same character. Always. If you need to re-record or add more dialogue, and your original actor isn't available, then live without or re-record everything.
2) Record the sound in the same place, or use a standard background sound. It is disconcerting when the recording quality and background noise changes between sentences.
3) Tell your voice actors not to replicate the errors in the text. Convince them they are voice actors, not just fleshy text-to-speech translators.
4) If your voice actors attempt to mimic strong accents of any form, beat them.
Considering he's supposed to the the daedra prince of madness, I'd say it was probably deliberate. That doesn't excuse the bad voice acting in - well, pretty much all the rest of Oblivion, really.
Let's talk about some voice acting we liked.
My favorite example of voice acting is Bioshock. Withing that my favorite is Armin Shimerman.
http://www.imdb.com/name/nm0001734/
http://www.imdb.com/title/tt1094581/
http://www.youtube.com/watch?v=FEjqY3_bCDk
His speech at the beginning of the game gave me chills.
Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
Freespace 1 and 2
Well, its odd they replaced the actress playing Kerrigan 10 years ago - guess we'll never know why - but I doubt it matters than much.
And Starcraft 2 so far shows signs of being very well done.
Check out the Starcraft 2 lore panel from last years Blizzcon, where they have several of the actors on stage. The voice director Andrea Romanov (who has won SEVEN Emmys for voice directing) was very enthusiastic and talking about how much TIME they had to do this. They edit it all together and if they felt it didn't work they could call in the actors again and do things over.
And Blizzards director in charge of creative development, Chris Metzen, has planned the story in detail - he briefed her about where they were going. And they where there when the actors came into record their dialog, so they could tell the actors all the needed to know about the characters (this from the actors themselves)
Seems the whole Blizzard bit is up on .. well where else
http://www.youtube.com/watch?v=OfD7kz6ZtZc
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
Belmont: Die monster you don't belong in this world! Dracula: It was not by my hand that ... You steal men's soul and make them your slaves!
It doesn't explain why cutscenes, as static as movies, are equally bad dubbed. At least in spanish dubs, I am not usually able to distinguish an English bad dubs.
Which of course is why basically linear games can have excellent voice acting. And by this of course I mean Blood Omen, Soul Reaver, and their sequels, which to this day have the best voice acting in any game ever made. I mean, just watch the intro to Soul Reaver, and play the first 10 minutes of the game, and compare that to more recent rot like Final Fantasy 10 and up, the Metal Gear Solid series, and even Modern Warfare 2 (which is good, but not the equal of, say, SR2).
At least games don't use the developers and their friends' voices anymore. Good grief that was painful to listen to. Like the guards in Thief.
Here's two things I wish developers would do:
- Do NOT change the voices of foreign games. I want my Japanese games with Japanese voice acting, thank you very much.
- When developing a game set in a specific foreign country, take a hint from Mel Gibson's The Passion of the Christ -- do it in that country's language. For example, I REALLY think God of War should be spoken in Greek, and Stalker, in Russian or Ukrainian. Is it set in a fictional land? Create a fictional language, like they did for the Panzer Dragoon series.
Circumcision is child abuse.
"You might find this useful being the master of unlocking" - Resident Evil 1
What about doing what was done with the graphics, and use computers to generate the voices? Why are we happy with computer-generated characters, but insist that they have live-actor voices? It's time for text-to-speech technology to catch up with computer graphics.
The original one. The character I remember most is the unnamed G-man. There was something jarring about his phrasing and the timing of his lines. He was a good example of "less is more" in characterization.
This is quite possibly the most over analyzed story I've read this year.
Or maybe the reason voice acting sucks in video games is because video games can't pay big time actors...or maybe because video games don't need big time actors...or maybe because some video games are mindless time-wasters that good voice acting would be lost on the target audience...or...
It's a video game, not a movie. It's expected to make money, not $100 million in the opening weekend.
Techie: Talking doll, take eight.
Lisa: "When I get married, I'm keeping my own name." Oh, no, that should probably be "If I choose to get married."
Techie: Uh, look, little girl, we got other talking dollies to record today.
Krusty: [barging in with cue cards] All right, you poindexters, let's get this right!
One: "Hey, hey, kids, I'm Talking Krusty."
Two: "Hey, hey, here comes Slideshow Mel" -- again -- "Here comes Sideshow Mel". "Sideshow Mel".
Three: [does a Krusty laugh]
Budda-bing, budda-boom, I'm done. Learn from a professional, kid.
Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
The way I see it, you can't win with voice acting--I stopped playing FFX solely because of the unskippable voice acting--so I don't understand why more games don't just use text for most, at least minor dialog. It's faster to read, you get to use your imagination, and it's easier to translate. Games as late as FFVII had absolutely no character voices anywhere, yet told very character-centric stories. Some games like Kindgom hearts had voiced minor dialog, plus text bubbles, but you could instantly stop the talking and skip straight through to the text bubbles.
Odin Sphere had the option to choose any combination of original Japanese acting, comically bad English redub, and japanese or english text bubbles. I put on Japanese dialog with english text bubbles because lets face it, when it comes to imported games it's a cheap localization issue for the most part.
In an era where dvds all come with multiple languages and at LEAST the native one, I don't understand why all japanese videogames don't include the original voice tracks, for those who don't want to listen to the $3/hour redub.
I think this game is linear enough to get high quality voice acting.
I've never heard a bad voice actor. Oh, I'm sure there are out there, but generally all you have to do with VA work is just be able to speak clearly and with enough feeling for the sitatuion. Not exceedingly difficult, although I'll admit it takes a clear head and practice/training.
However, the problem is (and some of this is mentioned in the article) that the developers don't lay out what the situation is and give the voice actors a chance to see what is going on in the game. The extra comment from the article about random chunks being broken into parts is just ridiculous. Game text, except for random quips here and there, flows in a consistent straight-forward manner. You might occasionally have a branching path that lasts for a few lines, but it gets back on the same track eventually. But without any background, the voice actor is left floundering.
The writers (Hollywood script writers or game developers) offer the same basic problem. They just don't throw in the detail needed to make transitions. Case in point, using a recent example, Final Fantasy XIII. In the course of a few scenes and what amounts to probably two paragraphs of text, one character goes from "Let's Kill Group A!" "No! We can't kill Group A because we're being used for that purpose!" "Wait, we were duped by Group A all along, kill them!" "Oh my god! Group A is trying to get us to kill them, we can't do that!" And so on... Characters in games shift from one stance/mood to another almost instantenously with very little rhyme or reasoning because writers seem to believe you have to condense a paragraph or two into five words with a game script.
Also, you have to consider the players at fault here too. Going back to Final Fantasy XIII, one of the problems against that game (the people bring up related to voice work) is an inconsistent accent on one of the characters. I'm not exactly well traveled, but I've engaged in conversations with several people who have varying accents, and the one common factor is NO ONE is consistent. A friend of mine has a heavy Bostonian accent, but 75% of his conversation you can barely tell its there. Its only on certain words or snags when it comes out. And the way he enunciates his words you wouldn't immediately pick up on some of it as from that region, because it meshes with some British accents as well. But the overall point is nothing is perfect when it comes to the human condition, but often times voice acting in games is slammed for not being perfect, as opposed to just not being good.
...Kevin Costner in Robin Hood.
There, fixed that for you.
I think the bigger problem is why do all Fantasy Realm characters speak with British/Irish/Scottish accents? Was there no Canada in Middle Earth?
Bioshock - Andrew Ryan was the best voice acting I've ever experienced in either an animated feature or video game.
Also, the guy who is responsible (Armin Shimerman) for this awesome acting also played Quark in Star Trek: Deep Space Nine.
How do we have a thread about Bad Video Game Voice acting and not mention Chaos Wars?
Actually, it seems to me like a pretty good solution existed for a long time. Just because some developers are too stupid to figure it out, doesn't mean they need to be given twice the money.
If you look for example at the texts in some games (e.g., Bioware games, but also, say, in Vampire Bloodlines), you'll notice that they include a lot of hints to the voice actors that aren't displayed. You as the player might only see, a text like "But that's not what I meant! geesh!" but the actual text in the resource files would be something more like "{irritated voice}But that's not what I meant!{with emphasis on "meant"}{sighs}{more silently to himself}geesh!". The game just filters out the parts between curly braces, but the voice actors would have right there what emotions they have to put in that voice acting.
So it seems to me like all that TFA says is that some devs/publishers simply haven't figured out that a text that says "But that's not what I meant! geesh!" doesn't have to be delivered exactly like that to the actors too.
A polar bear is a cartesian bear after a coordinate transform.
We need to get that to a very advanced level. No publisher will ever invest in the tech though. Surely the first will be a garage implementation.
I just can't grasp why here British accent comes and goes at completely random times (even mid-sentence). Since Fang seems to speak with an Aussie accent quite acceptable, I wonder how hard it would have been to hire someone who spoke with a decent British twist? Hmm...now that I thought about it, I'm not actually sure what accent Vanille is supposed to have. Even sounds a bit French, and a bit like she is handicapped, at various parts.
Considering he's:
1) Mostly insane
2) A complete prankster
I think the accent fits just right in the context of the game. (Although you might have been kidding, sorry but I really couldn't tell.) Anyway, the best character in that expansion was obviously Big Head.
Comment of the year
It's really not the actors fault if they can't do any script analysis and create a performance. It's the directors job to get a good performance out of an actor. You hire folks who can do it, and you don't keep something until you've got what you want. If they guy 'directing' isn't doing quality control, no one is. It just sounds like there isn't yet consumer demand for quality acting, or the companies would fix this.
The wife keeps checking in on me playing FFXIII because Vanilla ;) sounds like she's constantly having sex... Worst acting ever.... or best depending on the mood...
-=[ Who Is John Galt? ]=-
Is when the developer blows the voice budget on a couple famous names, leaving the rest of the game voiced by the same 3 people. See also: Oblivion.
I remember the opening to Metal Gear Solid on Playstation 1 over a decade ago. It was the first game that had good voice acting that actually improved the game, rather than made it comedic. The opening was like a movie, and you wanted to play. I'll always remember this game as the first that had solid voice acting throughout, and a serious tone. I booted the original up recently and was still impressed by the production quality (despite the PS1's polygon inherent difficulties). They managed to keep the quality in later games as well.
As opposed to movies and TV, which never, ever suffer from bad acting.
The cake is a pie
Reminds me of voice acting part of this funny history of the development of Marine Heavy Gunner Vietnam:
http://hakstrap.wordpress.com/2010/01/21/marine-heavy-gunner-fna/
I live in Australia, with the strength of the AUD I can import games for half the price. Why is it I have to pay between US$75 and US$110 for games locally (if anyone says tax and distance I will shoot them, GST is the only tax applied to digital media which is 10% and I can fed ex a game from the US for less then US$20, scale of economy tells me when I move 1000 units it is significantly cheaper per unit).
Also this is FUD, if big publishers spent less on marketing (paid off reviews, hiring out expensive Vagas hotel rooms for demo's, blitz TV/Print/Web advertising) and stopped hiring superstar developers who really add nothing (Bleszinski, Kojima, Molyneux) there would be plenty of room in the budget for a decent script writer and professional voice actors. Plenty of low budget games have better voice acting then big budget games because they put their money into voice actors (by the same token, more then a few big budget games did the same and got similar results, strange that).
Calling someone a "hater" only means you can not rationally rebut their argument.
What a shame...
Which of course is why basically linear games can have excellent voice acting. And by this of course I mean Blood Omen, Soul Reaver, and their sequels, which to this day have the best voice acting in any game ever made. I mean, just watch the intro to Soul Reaver, and play the first 10 minutes of the game, and compare that to more recent rot like Final Fantasy 10 and up, the Metal Gear Solid series, and even Modern Warfare 2 Jenny
Jeebis! Sobolov has been in EVERYTHING! That's what's happening with Keith David, he does v/o in like 1 out of every 5 games.