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Thursday, Nov 1, 2007

Not litterally. RPGs are still selling very well today. But I've noticed that today's RPGs are less rich and plentiful of dialogues since voice-overs became mandatory for a game to be "accepted".

Go back in the pre-Final Fantasy X era and take a look at the narrative of RPGs. Take for example Final Fantasy VIII, which had a hell of a lot of dialogues (and monologues). The staff behind the game could cram an infinite amount of text if they so desired. Reading doesn't take long, and nobody cares if the story is interesting. It's just like reading a book. All Final Fantasies were like that (especially VI, VII, VIII and IX). Lots of interesting text to read, which would make the story rich.

Now compare these to today's RPGs, in which there are voice-overs. Scenario writers can't let their mind run free and write plenty of dialogues. They've got to gauge the right amount of dialogues needed so the game doesn't feel empty, but not to much. Why? Because now they've gotta hire and pay voice-actors (which costs quite a lot). Not only that, but if the dialogues are too long, the game will get tiresome real fast. Take a scene from any RPG that would require between 5 and 10 minutes of reading. Take all of the text and add voice-overs. It'll take a lot longer to cover the same amount of information brought forward by reading, and the player would get tired. In the end, game company can't afford to write stories and dialogues as rich as before.

Of course, voice-overs have their advantages. Games are now more movie-like, and actors bring the characters to life. But that doesn't mean pre-voice-overs characters were lifeless. More dialogues and information is what a story and character needs. I'm not saying today's RPG characters are lifeless. Final Fantays XII has great, interesting and living characters. But it's not the same as before. Just compare the amount of information contained in FFVI, VII, VIII and IX to X, X-2 and XII. There's quite a difference in the amount of content. Also, when there are no voices, a character's personality will be forged only by his/her dialogues, whereas with an actor behind the character, the personality is kinda forced.

If voice was something crucial to the development of a characters, then books wouldn't have a purpose. But we know this isn't true. Everybody knows nothing will surpass the richness books offer. RPGs nowadays are like movies, but I prefer when they were like books. I prefer having a lot of interesting text to read than having to simply watch a cutscene that might have irritating voices. I could read for over 10 minutes-long and not be bothered at all, but not-so-much with cutscenes with voices. What's your opinion?

Category: Opinion
Posted by AuthenticM, 1:32pm
4 Comments | Post a Comment

Comments

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Great blog. Too bad most people won't bother reading something this long. My actual response is in the topic.
Posted Nov 1, 2007 2:06 pm PT
There are a few reasons as to why there are more voice-overs -

1. It can help bring personality to characters in the game or improve the overall atmosphere of that game

2. People, more and more these days, are too impatient to read. If they have to read, it must not be important because we have the technology to do voice-overs. So that's expected to be the norm...

I loved stories in old-school RPGs you played on NES, SNES, Sega Genesis and even up through some you could find on PlayStation and PS2.

This is also one of the reasons why I enjoyed S.T.A.L.K.E.R. so much. The story was in text for the most part and you didn't have to sit and listen to some poor soul talk and talk and talk. I could zip through the text quick and catch the story at my own pace. I've actually read posts on the lack of voice-acting is what turned some people away from STALKER....what a shame that such a simple thing as reading can turn people away from games now.
Posted Nov 2, 2007 10:41 am PT
Great blog post and you did good bringing this to the forums, As for the topic of your blog, I love to read a good book and reading text in RPGs is just like reading and interactive book. But in the end, the arrival of voice overs in RPGs is a welcomed addition. I believe that there should be a even mix of both. The use of voice overs for the introduction and first expositons of a character and/or chapter and conclusion and everything else in the middle done in text would be and acceptable and balanced solution.
Posted Nov 2, 2007 12:45 pm PT
I can see your point, but at the same time I think it is still possible to have a full immersive story and voice acting at the same time. The best example I can think of would be KOTOR. It had great voice acting and a good story. You could also find text though out your adventure that would give more depth to the world and characters. To me this game is prof that you can have both voice acting and immersive believable worlds at the same time.
Posted Nov 6, 2007 10:24 am PT
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  • AuthenticM
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