Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
- Voice-acting about one million words cost *over* a million dollars US. If a dialogue-rich game has everything voice-acted. And that is only in English.
- Imagine if they also had voices for other languages ! it would cost many millions of US dollars.
- AND they translate all the dialogues in 4 other languages. Cost less than voice-acting, but certainly a good amount still.
- RPG players do not need every single line or dialogue to be voice-acted.
- The pressure to voice-act everything also drastically limits the capacity to quickly fix or change quests, add quests, etc.
- Official answer : they stated, in a very recent devstream, that initial dialogues (first time you meet a companion) and important scenes will be voice-acted. WotR already has a lot of banter during camp.
Anyhow, my point is your OP is about being a spoiled gamer, to say it politely.
Voice acting isn't expensive? XDDDDDDD
Let me guess. You have absolutely no clue what you're talking about. You're either a two bit troll or just a dumbass who thinks he can make stuff up and it must be true because that's what it seems like to you....
Voice acting is one of the most expensive parts of making a video game. Studio time alone can run costs through the roof.
Shoo.
2. Pathfinder: Kingmaker had waay bigger word count per chapter than what I've seen from any of Larian's recent Divinity games and BG3 EA, and if Wrath of the Righteous is gonna have the same you'd need a very big budget to VO all of that.
3. VO is very expensive, do your research.
An example would be pillars of eternity, while that is actually a great game and I'm not trashing it at all, the story telling drops quite a bit in quality from the first to the second and being fully voice acted, for me the imaginative process of that game without descriptive text just sort of ruined the experience.
I do hope that voice acting in the genre doesn't become too popular and a standard, I do mean you can always disable it but a game written without voice acting and one that is written for voice acting are quite different in their story telling; you miss quite a bit of the descriptive text with the latter.
nb : I am saying that in response to the OP. Not reacting to your preferences.
Pillar devs explained that. It was used as a means to set the tone and show the personality of the character. Mercer is a top-level talent, so they got a bargain with his performing multiple characters, and his level of skill would also mean less outtakes. Less outtakes, less dosh spent on the talent.
With that in mind, voice actors (good ones) are not cheap in the slightest. To hire a mid-level talent can run you around the area of $200 - $300 per hour of their time. The star of a game can get upwards of double that amount. The average amount of time needed varies greatly on the project, but you can figure about one minute per line of text is needed. You have to say the line, say it again, etc until you get the one that "feels right". When you multiply that by the number of characters, just counting the A / B cast of a game, the price gets spicy.
Did I mention post-editing? Cleaning the audio, directing it, applying filters etc.. Yeah that all costs a lot of money as well. You have to have a quality sound team to make the magic that VO and other investments towards sound can bring forth. Otherwise, all you do is damage your product's atmosphere with poor quality sound. Avoiding excess spending where possible without sacrificing the quality of the overall work, is in my approximation.. a rational thing to do.
And this isn't a case of "they can do both" either. Owlcat is a small studio. They are making their way, one step at a time and doing a wonderful job of it. I look forward to what they can bring to the industry down the road. If I could give advice to them.. it wouldn't have to do with VO, but everything to do with simultaneously incentivising exploration of a map, while also forcing a time restraint on rpg players. If I want to spend x_time looking behind every single tree and rock.. How about not have a giant death laser shoot my main city :P Just a thought.
I remember using this as an example for specifically pillars of eternity 1
https://cdn.discordapp.com/attachments/208535964107145216/807771400043233350/Untitled.png
This was a fully voiced part of the dialogue, but after the voice actor was finished I went back and reread this part of the dialogue and got a much better sense of the scene that was happening because we're a top down view we don't get to see the details like this as a first person game would. So to me voice acting is just pointless. However the solution would be to just read all of this and use the 'narrator' read the descriptive text.
But this ties into my main issue with Pillars 2, because it was fully voiced or at least 90% if I remember right you didn't get as much descriptive text with it, you were just looking at an isometric scene and a bunch of text there wasn't much left to the imagination.
A good example of very minimalistic voice acting to give you a sense of what to imagine the characters voice to sound like would be Disco Elysium & I think Torment: Tides of Numenera did a good job with that too. But Pillars 1, you miss out on too much and end up rereading it after the voice actor is finished anyway and get a much better sense of the scene.
I just think the game is TOO Quiet and has too much dialogue not to be at least 75% Voice-Acted. It sounds dead too much in the gameplay I have watched.
This is how you spot the zoomie.
Full voice acting is the bane of RPGs, because it forces the writers to trim dialogue trees down to the absolute bare minimum.
The entire industry should have moved away from hiring voice actors and using pre-recorded audio at least a DECADE ago, as it causes massive amounts of game file bloat and presents unnecessary difficulty both for community modding and even official expansions and updates. Most games don't even need recorded voices at all, and so much more can be done with optional dialogue when one doesn't have to worry about the size of the audio files... but even where such things would be desirable, it would be better to make use of modern text-to-speech technology, as it has come a long way since the 1990s. BUT unfortunately progress is being held back by shallow troglodytes who insist on everything being fully voiced by real people, and thus pressure the industry NOT to improve... which ruins it for everyone. And so we have to put up with games where our choices don't matter and the content is frankly lacking because too much of the game space and budget is being allocated to prerecorded audio.