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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."

25 of 251 comments (clear)

  1. Like the games themselves by BadAnalogyGuy · · Score: 5, Insightful

    Who would have thought it?

    Rush jobs typically exhibit signs of low quality and lack of attention to detail.

    1. Re:Like the games themselves by sopssa · · Score: 5, Insightful

      It takes some talent, but if you have played Bad Company 2 you know how great the sound environment is. Voice acting doesn't sound as bad when rest of the sounds are done correctly and when having a dynamic sound world. It's amazing how good it sounds in BC2 - you hear close things like team mates talking, huge explosions and everything happening around and in distance, and voice and gun sounds sound different inside and outside buildings.

      If you're only listening to talking, even mediocre voice acting will sound bad. Surrounded with all the other sounds in the world and it doesn't sound so bad anymore. However, it doesn't mean it all has to be explosions and high volume - while sneaking in a jungle you could hear the grass you're walking on, leafs, bugs, and your team mate whispering to you while at the same time hearing distant sounds. It takes the whole thing to make one part of it to feel good.

    2. Re:Like the games themselves by somersault · · Score: 3, Insightful

      Brutal Legend was one game that I was thinking recently had some great voice acting, and it seems this guy was one of the voice actors in it :)

      Voice acting is a very important component for making an immersive game, but you also have to have a good script. Was playing through Bad Company 2 in the last week and the script was awful compared to the first. Same great voice actors, but there was a sudden injection of swearing into every cut scene, and slightly less humour. I don't even have a problem with swearing in general (see Brutal Legend for details :) ), but after the first game having little to no swearing IIRC, it was out of place for those characters to be swearing like troopers all of a sudden. Despite being troopers.

      There are a few games where you can tell that the actors had to record masses of dialog completely out of context - Oblivion for example has a lot of interactive voice dialog and the inflection in some of it can be rather iffy.

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      which is totally what she said
    3. Re:Like the games themselves by Rogerborg · · Score: 3, Funny

      Yup. There's nothing stopping developers from doing it well - look at the GTA3+ series games. Even after completing San Andreas multiple times, I still laughed milk out my nose when CJ unexpectedly blurted out "I hate gravity!" on what must have been the thousandth time I cycled him off a cliff. Sheer class.

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      If you were blocking sigs, you wouldn't have to read this.
    4. Re:Like the games themselves by theaveng · · Score: 4, Insightful

      I don't understand people who say "This voice acting is terrible". Sure if I play something like Mario Sunshine, which has atrocious voicing, then I'll notice but for the most part I don't. It's just vocalized reading of the words on the screen.

      Of course I also don't understand people who say "Babylon 5 has lousy acting" or "Japanese anime sounds better in Japanese". To me B5 acting is no worse or better than Star Trek stiltedness. And my copy of Love Hina (old but a classic) is just as funny whether I watch in Japanese or English.

      Maybe I'm just not as picky or sensitive to voice nuances.

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    5. Re:Like the games themselves by feepness · · Score: 4, Funny

      Of course I also don't understand people who say "Babylon 5 has lousy acting"

      With coaching even those with Asperger's can learn to read other human's emotions.

    6. Re:Like the games themselves by Tekfactory · · Score: 5, Interesting

      Of course I also don't understand people who say "Babylon 5 has lousy acting"

      Many of the actors in B5 were theatrical stage performers not TV actors, you get some things like Delenn's visual shorthand of biting her knuckle whenever she was concerned, worried, distressed because in the theater people can't see you make a concerned facial expression from the back row. In TV-land and the movies, cameramen will do closeups so you get that shot, but some of the B5 actors hadn't made that transition.

      I expect the actress was better by the time 'Lost' came around, but I never watched.

      Sinclair (can't remember the actor's name) is cut from the same Oak as Kevin Sorbo where wooden acting is concerned. On balance I'd put JaKar (Andres Katsulas) and Londo (Peter Jurassik) up against Alan Rickman and Kenneth Branagh for scenery chewing and watchability anyday.

      And no, B5 (Casablanca in Space) was no worse off than Star Trek TOS with its two-fisted Captain and strong Western influenced (Wagon Train in Space) themes.

  2. The direction sounds like it needs work by myocardialinfarction · · Score: 3, Funny

    As the legendary tape of Orson Welles walking out of the 'All Your Base' recording proves.

  3. Wing Commander II by tangent3 · · Score: 3, Interesting

    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.

  4. It's not just the voice acting by 91degrees · · Score: 3, Insightful

    Decent writing might help as well. In my experience, dialogue is written by game designers. Writing dialogue is not always their main talent.

  5. Re:Left click by bheekling · · Score: 3, Insightful

    I think they're talking about in-game interaction with NPCs, not cut-scenes. In Modern Warfare for instance, you *need* to listen to your friendlies or you won't get anywhere.

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  6. Re:How is this different from a cartoon? by fuzzyfuzzyfungus · · Score: 3, Insightful

    Likely because cartoons have a defined narrative flow(even the ones where coherence between episodes is considered minimally important).

    Unless the game is totally on rails, a fair bit of the voice acting will basically consist of delivering lines used to fill out obscure corners of some dialog tree, or to be shouted pseudo-randomly by NPCs of various flavors. Cartoon voice acting may well, particularly in lower budget stuff, be done on the cheap; but it is much more likely that the voice actor(s) will have access to something resembling a script, which will allow them to inject some degree of plausibility into what they are doing.

  7. Re:How about just not having voice acting? by marcansoft · · Score: 3, Insightful

    Except that surely it would be jarring in a different way to have all of this background noise but then not have the characters speak?

    Not at all, you get used to it pretty quickly. What you can do is replace the voice with some gibberish noises. For example, Zelda games tend to use vocal "calls" (think "hey!", a laugh, or some other attention-calling noise) but then the actual dialogue is text. Quite a few RPGs just make some sort of semi-random gibberish noise as the dialogue text is being scrolled onto the screen. It all works pretty well. You don't have to hear actual voices to convince yourself that the characters are speaking.

  8. How about fixing accents? by Anonymous Coward · · Score: 4, Insightful

    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.

    1. Re:How about fixing accents? by feepness · · Score: 4, Funny

      Or better even: claiming that someone is British and then letting them refer to someone's butt as her "fanny". That doesn't mean what you think it means, Americans.

      It's where you might keep a pack of fags, right?

    2. Re:How about fixing accents? by Anonymous Coward · · Score: 5, Funny

      It's where you might keep a pack of fags, right?

      If you're Bill Clinton.

    3. Re:How about fixing accents? by HopefulIntern · · Score: 4, Informative

      What really threw me is the word "lieutenant" which in US english is pronounced lew-TEN-ant, but in British english "leff-TEN-ant". When one of the british guys in COD4 said it the latter way, the subtitles actually wrote out "leftenant" complete with the quotation marks. A similar thing happens in Need for Speed Shift. The "coach" which appears simply as a voice instructing you, is British. The courses you drive are also mostly British. And yet, instead of driving a "nis-san three fifty zed" he makes you drive a "nee-sahn three fifty zee".... On a similar note, can Seth McFarlane please learn british words/phrases properly, rather than just putting on a faux accent?!! Case and point: "fanny", "sweater", "sneaker" (words americans use, or have a different meaning for).

    4. Re:How about fixing accents? by AP31R0N · · Score: 4, Funny

      i checked the wikipedia entry for fanny (as Brit slang), which linked to vulva. i've forgotten which part was the vulva so i clicked.

      That page is NSfW!

      And not a bookmark.

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    5. Re:How about fixing accents? by Abcd1234 · · Score: 4, Funny

      i've forgotten which part was the vulva

      Only on Slashdot...

      Now now, to be fair... he could just be married.

  9. Re:How about just not having voice acting? by crocodill · · Score: 3, Funny

    What is the problem with reading the sub-titles on the screen? I remember silent film characters "sounding" a lot better in my head before voice acting started. This is especially relevant for the teletubbies. I guess I don't mind in an action movie if the characters are voice acted so that it doesn't tear you away from the action but for the teletubbies and slower programs I'd much prefer to just read the script.

  10. Re:How is this different from a cartoon? by ZosX · · Score: 3, Insightful

    I think morrowind went the correct route and just used text versus stilted dialog. I think bethesda though that with the greater budget for oblivion they could do the same thing with speech and it sounds awful and disjointed. Freelancer had the same problem with terrible pauses between the segments of speech.

  11. Re:Want to pay $100 per game? by delinear · · Score: 3, Informative

    Clearly further evidence then that the issue isn't the format, nor is it the money that's thrown at it, but rather the way it's carried out. If one company can manage to do this consistently well without charging a premium then others should be able to do the same.

  12. start with the basics by fish+waffle · · Score: 4, Interesting

    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.

  13. Legacy of Kain by MoNsTeR · · Score: 3, Interesting

    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).

  14. Final Porn XIII by kenp2002 · · Score: 3, Funny

    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...

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    -=[ Who Is John Galt? ]=-