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Post by commodore256 on Sept 23, 2015 1:29:26 GMT -6
powerupgaming.co.uk/2015/09/23/video-game-voice-actors-strike-could-be-imminent-david-hayter-and-other-major-names-lend-their-support/A lot of other actors are on strike as well. I'm assuming with the context showed, he'll still be in bloodstained, but I'm guessing he's tired of the AAA game industry treating him like a tool and is not respecting his art and sacrifice. Voice actors have a career where they could damage their voice if they're not careful and that risk adds a personal cost and I think they should be more appreciated for their work, given better working conditions and get paid a fair pay for the nature of their work, their art and their valuable individuality that only they can provide.
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gunlord500
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Post by gunlord500 on Sept 23, 2015 4:31:14 GMT -6
A strike isn't *quite* on the doorstep; I think the final vote will be on October 5, according to the article. I hope they reach an accommodation before then.
Still, as much as I agree that performance matters, alas, I think the current conditions of the gaming industry are making it matter less and less. The only games which can afford to hire talent like Mr. Hayter's tend to be "triple-A" games, and those are losing ground to indie and mobile titles. And more modest games can make do with much worse voice acting; indeed it's arguably part of the charm. A lot of folks from the 90s and 00s have fond memories of the amusingly hammy or outrightly amateurish voice work you'd see in games like Robot Alchemic Drive. I mean, just listen to this and try not to laugh:
Now RAD wasn't a smash hit, but it certainly is a cult classic and has a devoted fanbase (I ought to play it one of these days myself). Similarly, today, for a lot of smaller games, you can get away with skimping on the VA. Obviously we will be losing something, though. Hayter's performance as Snake is undoubtedly iconic, and there have been a few other recent ones too; from what I've seen of the cutscenes I think Phil LaMarr's work as Ramza in the FFT PSP remake is absolutely stellar. So it's certainly sad to see such performances go by the wayside. For that reason (as well as a general support of unions), Hayter's initiative has my axe, though I can only hope it's more successful than I think the present conditions of the videogame industry would augur...
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XombieMike
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Post by XombieMike on Sept 23, 2015 6:13:00 GMT -6
I sent an email to Rocketsound for a comment. I will let ya know if I hear anything. Please note that in the thread title and original post a conclusion was leaped to about being on strike. A strike is possible, but that's just how far they are willing to go with their negotiations in a tough battle. David Hayter has called us to help with his tweet. We want our game, but we want the workers to be fairly treated and compensated as well. Consider retweeting his message if you agree with him. Here is the union site.
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Post by commodore256 on Sept 23, 2015 8:56:17 GMT -6
The only games which can afford to hire talent like Mr. Hayter's tend to be "triple-A" games...
Well, Tim Burton's Student project called "Vincent" used the talent of the King of Horror Mr. Vincent Price himself. If It's only a few lines, it's not that big of a deal financially for the developer because it's less work for the actor compared to a whole season of an Anime. Robert Belgrade as Alucard only says 62 lines in Symphony of the Night. It sounds like a lot, but it's about one Anime episode worth of dialogue in a main character. (two tops) Edit: I assumed Vincent was a student project, but it was funded by Disney. But, the budget was $60,000 USD. That was the price of Tim Burton, Vincent Price, Clay and a lot of Film (Film is expensive as hell, even Black & White) and the help of 8 other people. I'm for every one getting their deserved due, but I'd like to see programmers, artists, testers, etc get a union first and also be paid out of the gross profit before voice actors get to. I don't think voice actors put nearly as much time into as programmers, testers, artists, etc. I might be biased though since I never play a game for story, and usually end up playing on mute anyways. Programming isn't the biggest part of the game. They use something called "middleware", that means somebody did most of the programming for them. Epic gets paid $1 for every $20 somebody makes in an unreal engine game, so they already get 5% of the profits. Artists make art assets and there's a lot of good artists out there and I think Igarashi is one of them. Usually, good game design is when you design the floor plan of the map and use placeholders of which could look like a crayon drawing and they say "We'll figure out the detailed artwork later, right now, we'll focus on the floorplan and which enemy goes where and then we can worry about the more detailed artwork". (Though, there is just enough concept art and story discussion involved ahead of time before designing the gameplay so there's no disharmony in the overall experience) Story is still important in games, you just might not be big on the role playing aspects of RPGs. Games that are pure gameplay are mostly short attention span easy dopamine fixes like mobile games. You need more than just gameplay like graphics, sound effects, music, story and voice acting in a harmonious way or the overall experience falls apart. Using graphics as an example, lots of people say "Graphics over gameplay. I wish they spent more time and money on the graphics instead of the gameplay", but they don't talk about music over graphics when in reality, it doesn't work like that. there is no real resource priority, if you cheap out on one thing, the whole project will suffer. Try playing a game with music and sound effects turned off or watch this video . It's one of those "It will cost what it costs and it's money well spent" things. Also, the art department is a different department from gameplay (usually) and like I said, they design the enemies, floorplan and spawn/loot locations before they work on detailed in-game art.
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Post by Artemisian on Sept 23, 2015 11:15:30 GMT -6
I don't think it would have any effect on the game really. The game is just now being made and even if they do go on strike I don't see it lasting long enough to cause problems.
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Post by Goobsausage on Sept 23, 2015 12:14:34 GMT -6
I don't think it would have any effect on the game really. The game is just now being made and even if they do go on strike I don't see it lasting long enough to cause problems. Same. IIRC, Japanese games usually don't begin recording until the script is completely done being translated and that usually happens at the end of the game's production. That should be a couple years away and by then, the strike will have either already happened or an agreement could reached before the strike occurs. But if worst comes to worst and something happens that interferes with the union and Bloodstained, I hope David Hayter keeps is word and records lines for the game anyway. Union members usually don't use their real names on non-union projects, so maybe David could convince his "friend" Sean Barker to come out of retirement and take the role...
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Post by commodore256 on Sept 23, 2015 12:34:59 GMT -6
I always considered graphics and environment part of the gameplay, because if you change the graphics/environment it will affect how the gameplay feels and reacts. If you change the story, that doesn't really have an impact on your gameplay experience (unless it is some RPG and it is critical to the game, I only play action RPGs now and skip all the story every time). Reading more about it I see I am not really using the term properly, not really sure how to use a term then to describe what I mean. I still think that everyone involved in making a game should have a union and get part of the gross profit if voice actors are going to. And like I said I am biased on certain aspects. I have similar tastes in RPGs, but for different reasons. I think stories in games should be interactive stories with alternate outcomes. They should be trying to tell stories like they're games, not movies by giving the player a lot of choice of responses. Though that does increase the voice acting budget, I would settle for short passive cinematics in a themed igavaina game and use that money to have branching conversations for the sequel. I have a igavaina game called "Unepic", but I stopped playing it when I found out all of the endings were bad. The game on gameplay merits was OK, I liked the challenge and the dialogue was really funny, but the overall experience was lacking razzle dazzle, so dropped it.
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Post by LegallyBlindGamer on Sept 23, 2015 18:08:10 GMT -6
Don't forget that it takes seventy-five percent approval from the Screen Actors Guild to start a strike. To put that in perspective, it takes sixty percent for the United States Senate to defeat a filibuster, and seventy-five percent of Congress in general to approve a constitutional amendment and send it to the states for ratification. Unless there is widespread support from film and TV actors, the strike isn't very likely to happen.
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ReySol
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Post by ReySol on Sept 23, 2015 21:23:48 GMT -6
I don`t think this will affect Bloodstained. First, work for Bloodstained is not a part of big company agreement with voice actors, it is an individual project through kikckstarter. Also, there are two years of development in front of us. Even if something happens about it, I wouldn`t really care. The meat is there..IGA, Yamane and Ayami Kojima. The meat is good. I don`t care for side dishes..ohh I am hungry for meat, arrrrgh Kidding a little, hehe..Anyway, I don`t think this will affect Bloodstained, but I hope voice actors resolve their issues.
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Post by crocodile on Sept 23, 2015 23:24:46 GMT -6
I'm for every one getting their deserved due, but I'd like to see programmers, artists, testers, etc get a union first and also be paid out of the gross profit before voice actors get to. I don't think voice actors put nearly as much time into as programmers, testers, artists, etc. I might be biased though since I never play a game for story, and usually end up playing on mute anyways. Programming isn't the biggest part of the game. They use something called "middleware", that means somebody did most of the programming for them. Epic gets paid $1 for every $20 somebody makes in an unreal engine game, so they already get 5% of the profits. Artists make art assets and there's a lot of good artists out there and I think Igarashi is one of them. Usually, good game design is when you design the floor plan of the map and use placeholders of which could look like a crayon drawing and they say "We'll figure out the detailed artwork later, right now, we'll focus on the floorplan and which enemy goes where and then we can worry about the more detailed artwork". (Though, there is just enough concept art and story discussion involved ahead of time before designing the gameplay so there's no disharmony in the overall experience) Story is still important in games, you just might not be big on the role playing aspects of RPGs. Games that are pure gameplay are mostly short attention span easy dopamine fixes like mobile games. You need more than just gameplay like graphics, sound effects, music, story and voice acting in a harmonious way or the overall experience falls apart. Using graphics as an example, lots of people say "Graphics over gameplay. I wish they spent more time and money on the graphics instead of the gameplay", but they don't talk about music over graphics when in reality, it doesn't work like that. there is no real resource priority, if you cheap out on one thing, the whole project will suffer. Try playing a game with music and sound effects turned off or watch this video . It's one of those "It will cost what it costs and it's money well spent" things. Also, the art department is a different department from gameplay (usually) and like I said, they design the enemies, floorplan and spawn/loot locations before they work on detailed in-game art. Yeah I'm going to have to strongly disagree with the bolded. You've got to be crazy if you think just because someone is using a bought engine that "most of the programming work" is done for them. That's so far from the truth its not even funny. It's a toolset - just like Photoshop doesn't do most of the work for a digital artist or R doesn't do most of the work for a statistician. There's a reason that engines like Unity and Unreal can churn out games that look and play so completely differently or why games can take years to make and its not because people can press a few buttons and check a few options and make a competent, high-quality game (I'm ignoring the asset dumps that disguise themselves as games you sometimes see on Steam because such minor, low-quality products aren't worth our time discussing). On the second point, while I agree that games are a cohesive product made up of many moving parts to produce a solid whole and that stuff like graphics, art direction, sound direction, music, etc. are all very important to the experience, you can't discount gameplay. I don't think there is such a thing as a game that is "all gameplay" or "no gameplay" but there are certainly products that lean strongly on one side of the spectrum or the other. Certain genres are that way as well. You can get away with scaling back "gameplay" in games like those "walking simulators" (do they have an official genre name?) where the main selling point is atmosphere or lore (like Going to the Rapture, Journey, etc.) or stuff like click and point adventure games or visual novels but that isn't going to fly with any strongly multiplayer oriented genre (shooters, fighting games, etc.) or stuff like platformers (Mario- past and present) or action games (DMC, Bayonetta). Many excellent games today can and do succeed without things like a notable story or voice acting and many games (especially in certain genres) absolutely wither and die if the gameplay isn't put at the forefront, even at the detriment of other variables.
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Post by commodore256 on Sept 24, 2015 1:14:57 GMT -6
What do you think of games ala Isaac that have essentially 0 story and are completely game play focused? The binding of Isaac is full of story, you just don't notice it and you have to read between the lines. If nobody cared about story, TES lore videos wouldn't be popular. Back on Unepic, It was more than the endings that bothered me. I didn't think the game was exceptional and kinda felt generic to me. If you watch Totalbiscuit's video on Freedom Planet, you'll see why it's important to stand out.
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Post by commodore256 on Sept 24, 2015 12:21:48 GMT -6
Stimpy: It may not have a large scale story, but it's very detailed yet cryptic.
Croc: I wasn't saying there's no programming involved. Your interpretation of what I said reminds me of early Pixar animators thinking the new computer animation would take their jerbs of which it kinda did take a lot of their jobs, but they still needed people to make models, rig and animate. I was saying compared to making an in-house engine, there isn't much to program, mostly UScript and Shaders work and less so C++ and C# work. They could literally have one or two guys scripting the whole thing. Ryan Gordon is one man and he ported Unreal Engine 3 to Linux all by himself.
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Post by Net Spectre on Oct 8, 2015 8:45:42 GMT -6
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XombieMike
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Post by XombieMike on Oct 8, 2015 10:19:32 GMT -6
I haven't got a response from anyone on this yet. I hope the negotiations go heavily in favor of the voice actors, even if it comes to a strike. Will the strike affect Bloodstained? I don't know. I'd like to know though, but with so much time on the game I think that we may be just fine.
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Post by Goobsausage on Oct 8, 2015 12:22:10 GMT -6
I haven't got a response from anyone on this yet. I hope the negotiations go heavily in favor of the voice actors, even if it comes to a strike. Will the strike affect Bloodstained? I don't know. I'd like to know though, but with so much time on the game I think that we may be just fine. I mentioned why I don't think the strike will be an issue for Bloodstained earlier in the thread due to production time, but I hope it ends well for everyone. If the strike does become a reality, I hope all the actors who can sing (especially the Canadian ones like David Hayter and Jennifer Hale) at least try to do some sort of musical number to make their plight heard. southpark.cc.com/clips/165187/canadas-strike-song
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gunlord500
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Post by gunlord500 on Oct 8, 2015 15:29:16 GMT -6
Yeah, I sent an ask about the strike to David on Twitter too. I hope this works out...;-;
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Post by Dragon_of_Dojima on Oct 30, 2015 19:16:58 GMT -6
I can't believe they can fine you and your agent for such ridiculous things...
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