![]() The entire effort is costly, especially from an ROI perspective.Įven then some of the best choice games in years have been fully voiced. VO doesn't magically make it all cost prohibitive. ![]() It takes a lot of man hours to write, script and create whatever assets may be needed. It's not as though the rest of development behind branching paths is free. These types of choice and dialogue heavy games don't sell as much and creating a wide array of optional content that most players will never see is increasingly a less viable option regardless of VO. Games reduce complexity and dialogue options more so for overall design decisions than anything else. ![]() And in the case of Deadfire it seems like the decision or ability to do full VO was an especially late/uncertain one. ![]() Especially a game like this which does not require any kind of mocaping along with it, just straight recording time. Iterations and touch ups happen when and where necessary, as do changes with regards to the removal of content when things can't be completed in time, but VO is often one of the last things that occurs in production and should have minimal impact on content. The writing and content in games is usually locked down quite a while before release.
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