So you've heard that Star Wars: The Old Republic is going to be completely voice acted. All player characters and non-player characters will have a professional voiced track for every bit of dialog. We're certain that you, much like ourselves, have imagined this project to be a huge undertaking. BioWare's pretty sure most of us are underestimating this, and their latest developer diary makes sure we truly understand the depth and range of the project.
Like, for instance, did you know that the complete script for Star Wars: The Old Republic is larger than 40+ novels? We bet you also didn't know that, so far, five cities ( Los Angeles, London, New York, San Francisco, and Toronto ) are currently playing host to voice recording sessions. There's plenty more information in the blog itself, so go check it out!
Reader Comments (25)
Posted: Jul 11th 2009 7:02PM (Unverified) said
Quantity != quality and despite the developer's stated goal of maintaining a high level of quality throughout production, the emphasis in the diary was on the amount of content. Voice over work in games is notoriously bad even without the heady goals of this project. Michael Abbot over at The Brainy Gamer wrote a great post (http://www.brainygamer.com/the_brainy_gamer/2009/04/voice-for-change.html) reflecting on current industry practices regarding voice actors and some of their shortcomings. Will the voice actors for SW:TOR be able to work in groups (where appropriate to the scenes in which they appear) and thereby more naturally play off each others' performances? Will there be any chance for actors to improvise, to discover new aspects of their characters as they work through a scene? I fear that in the rush to get as much voice over content in the game, the resulting narration will be as staid as the text it was meant to supplement, or for some replace entirely.
Posted: Jul 12th 2009 10:08PM RogueJedi86 said
Well I know at least one VA for TOR(see my comment near the top), and he never does a bad job, so not all the voices will be bad, but some will be good.
Reply
Posted: Jul 12th 2009 1:16PM (Unverified) said
7-11-2009 @ 10:23PM
D said...
"By the time the project is finished, we will have worked with hundreds of actors - many on multiple occasions."
4 voice actors?
Seriously... Are you honestly going to buy a game where "story" and "voice acting" ARE THE PRIMARY SELLING POINTS?
Seriously...????
D said...
"By the time the project is finished, we will have worked with hundreds of actors - many on multiple occasions."
4 voice actors?
Seriously... Are you honestly going to buy a game where "story" and "voice acting" ARE THE PRIMARY SELLING POINTS?
Seriously...????
Posted: Jul 13th 2009 10:35PM (Unverified) said
"Seriously... Are you honestly going to buy a game where "story" and "voice acting" ARE THE PRIMARY SELLING POINTS?
Seriously...????"
God forbid players want a good story in their games.
But the primary selling points are "story" and "voice acting" in an article about the process of writing the story and recording the voices.
Imagine that.
Reply
Seriously...????"
God forbid players want a good story in their games.
But the primary selling points are "story" and "voice acting" in an article about the process of writing the story and recording the voices.
Imagine that.
Posted: Jul 13th 2009 9:51AM (Unverified) said
I find sound important, but game mechanics should always be the primary selling point. It's easy to add sound, but flawed mechanics will always ruin a game







