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Post by bizantura on Nov 20, 2016 18:14:06 GMT
Wish I could get away by working four hours a day let alone two Poor sods, really???
Well when actors of popular series will work two hours a day and it will mount in 10 weaks apart for the next chapter maybe people will wake up how silly this is or don't their voices count! Maybe we could get back to silent films or count the sentences and let the union decide what doesn't strain those poor sods.
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Post by Adhin on Nov 20, 2016 18:20:25 GMT
About VAs not working daily... I don't mean to be cruel, but that's the life of a freelancer. I have many friends who are freelancers (advertising, film, tv), working project to project and having to hunt down work like... every other freelancer. And they don't get paid residuals for award-winning ad campaigns, tv shows and blockbuster movies. I think VAs are paid well for the work they do, and if you have to supplement your VA work with other work to pay the bills... Residuals for all developers sounds great in theory, but you have to look at the reality of AAA video game development as the costs already keep going up and up. They're now right up there with blockbuster movie budgets... and beyond. GTA V/CoD:MW2 - over $250M to develop and market. Destiny - $500M. You start ballooning the development costs with massive residuals and suddenly ambitious games don't get made anymore. Agreed, except most of those jobs don't involve them ruining there ability to do that job for weeks at a time. And to be fair most of these VA's also do the jobs your talking about. They do advertisement, cartoons and hell Garrus has shown up on plenty of TV shows. Never as a full time or anything but he sure shows up a lot. Either way if a job you do consistently causes you to be incapable of doing that job for periods of time one would feel like there should be some kind of compensation. Personally, I feel like they shouldn't cram the shitty stuff into one day. Last 30 minutes or something but then that could just cause more down time more consistently as far as I know. Destiny's half a billion was a BS number btw. That was activision saying they where backing it that much over the long term. Not that the original cost 500m to develop (cause it didn't, not by a long shot). All I'm saying is, residuals make more sense for that type of work. I don't really agree with how they've presented the idea, I think that's pretty bullshit to have it static based off 2 million sales, theres a few games where that's barely breaking even and they don't sell much past that. Which kinda sucks but yeah. Not saying they SHOULD get them, or that I heavily support the idea, because I don't think anythings that black n white. Anyway most of there demands I think are reasonable, mostly because they're already how the REST of VA works. The gaming world needs to play catchup with that. Especially in relation to mo-cap work and harsh voice sessions. Far as I'm concerned those are the 2 big ones the publishers need to fuck off and fix. I know BioWare is a lot better about that, in general, but that's kinda an exception.
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Post by Adhin on Nov 20, 2016 18:21:53 GMT
Wish I could get away by working four hours a day let alone two Poor sods, really??? Well when actors of popular series will work two hours a day and it will mount in 10 weaks apart for the next chapter maybe people will wake up how silly this is or don't their voices count! Maybe we could get back to silent films or count the sentences and let the union decide what doesn't strain those poor sods. ....huh? I can't really tell which side your making fun of with this.
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Post by Hrungr on Nov 20, 2016 19:47:57 GMT
About VAs not working daily... I don't mean to be cruel, but that's the life of a freelancer. I have many friends who are freelancers (advertising, film, tv), working project to project and having to hunt down work like... every other freelancer. And they don't get paid residuals for award-winning ad campaigns, tv shows and blockbuster movies. I think VAs are paid well for the work they do, and if you have to supplement your VA work with other work to pay the bills... Residuals for all developers sounds great in theory, but you have to look at the reality of AAA video game development as the costs already keep going up and up. They're now right up there with blockbuster movie budgets... and beyond. GTA V/CoD:MW2 - over $250M to develop and market. Destiny - $500M. You start ballooning the development costs with massive residuals and suddenly ambitious games don't get made anymore. Agreed, except most of those jobs don't involve them ruining there ability to do that job for weeks at a time. And to be fair most of these VA's also do the jobs your talking about. They do advertisement, cartoons and hell Garrus has shown up on plenty of TV shows. Never as a full time or anything but he sure shows up a lot. Either way if a job you do consistently causes you to be incapable of doing that job for periods of time one would feel like there should be some kind of compensation. Personally, I feel like they shouldn't cram the shitty stuff into one day. Last 30 minutes or something but then that could just cause more down time more consistently as far as I know. Destiny's half a billion was a BS number btw. That was activision saying they where backing it that much over the long term. Not that the original cost 500m to develop (cause it didn't, not by a long shot). All I'm saying is, residuals make more sense for that type of work. I don't really agree with how they've presented the idea, I think that's pretty bullshit to have it static based off 2 million sales, theres a few games where that's barely breaking even and they don't sell much past that. Which kinda sucks but yeah. Not saying they SHOULD get them, or that I heavily support the idea, because I don't think anythings that black n white. Anyway most of there demands I think are reasonable, mostly because they're already how the REST of VA works. The gaming world needs to play catchup with that. Especially in relation to mo-cap work and harsh voice sessions. Far as I'm concerned those are the 2 big ones the publishers need to fuck off and fix. I know BioWare is a lot better about that, in general, but that's kinda an exception. As I said, I'm all for improving working conditions and to break up vocally stressful sessions to preserve their voices. But money-wise, I feel they are paid fairly for the work they do. And remember, VA budgets (especially in RPGs) are already big. And I want to point out that I love great VA in games, but I'm under no illusions on their impact on a game's financial success. The best VAing in the world won't save a crappy game, but you have a great game with mediocre VAing and sell tremendously. Bethesda proves that point time and time again. In the end, it's the game itself (along with marketing, good timing and so on) that will determine its success. The VA residuals make it sound like the success of successful games was due to their contribution and that... is a tad presumptuous. And what if the VAing in a wildly successful game is critically panned (eg. Destiny), do you still "deserve" those residuals? And I feel it's also important to remember that a character's "on screen" portrayal is crafted by concept artists, character modellers, animators, cinematics team... with mocap muddying the waters somewhat. It's not like going to a movie to see a favorite actor/actress, most gamers have no idea of who voices their games unless they're well-known in film/tv. And people don't buy games because a particular voice actor will be in it, no matter how famous. Again, I love great VA work. For me, it does add to quality of a game. But it's like... sprinkles on a sundae. It's nice to have, but a great sundae is a great sundae even without it.
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Post by Adhin on Nov 20, 2016 20:06:12 GMT
As I said, I'm all for improving working conditions and to break up vocally stressful sessions to preserve their voices. But money-wise, I feel they are paid fairly for the work they do. And remember, VA budgets (especially in RPGs) are already big. And I want to point out that I love great VA in games, but I'm under no illusions on their impact on a game's financial success. The best VAing in the world won't save a crappy game, but you have a great game with mediocre VAing and sell tremendously. Bethesda proves that point time and time again. In the end, it's the game itself (along with marketing, good timing and so on) that will determine its success. The VA residuals make it sound like the success of successful games was due to their contribution and that... is a tad presumptuous. And what if the VAing in a wildly successful game is critically panned (eg. Destiny), do you still "deserve" those residuals? And I feel it's also important to remember that a character's "on screen" portrayal is crafted by concept artists, character modellers, animators, cinematics team... with mocap muddying the waters somewhat. It's not like going to a movie to see a favorite actor/actress, most gamers have no idea of who voices their games unless they're well-known in film/tv. And people don't buy games because a particular voice actor will be in it, no matter how famous. Again, I love great VA work. For me, it does add to quality of a game. But it's like... sprinkles on a sundae. It's nice to have, but a great sundae is a great sundae even without it. Yeah, sorta. I mean I'd reverse that on you and say half of that makes it sound like they're wildly unimportant which I don't agree with at all. I don't think that's what your trying to say but that is what the publishers are saying. And again I think it depends on the game. Destiny, at launch had no real 'star cast' like say Mass Effect did. Each companion, Anders, Shepard him/her self where the 'stars' of that game. Base Destiny didn't have a single star. In fact the amount of solid VA talent they had that was... fucking squandered guh. It literally pisses me off. Just thinking about it makes me want to angrily ask wtf bungie was thinking. Claudia Fucking Black was a goddamn promotional merchant! What the hell?! Guh. The DLC to it though definitely started using the cast a bit better. That is literally a game where the original base didn't need any VA to be as shitty as it was, but the DLC with out any VA, or poor VA, would of just fallen really, really flat. Also Bethesda games have good VA, they just don't have varied VA. Garrus is half the damn characters in FO4. And it's not like they don't have A LOT of people doing VO, they do, they're just extremely bad at ensuring they don't have the same person talking to them selves. Anyway, this is all shit and I just want it resolved. Cause if it doesn't, we'll start seeing a lot more non-story related games. And sure RPG's could go back to having no real VO in them (though even BG had VO work) that would kill the genre outside of super niche markets like PoE (which I loved but... yeah).
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Post by Element Zero on Nov 20, 2016 22:27:33 GMT
You should also keep in mind that, when negotiating, you start off high so that you have things to settle on. So I'm not too worried about their high demands. They aren't negotiating, though, they are on strike. Strikes happen when negotiations break down and one side or both is unwilling to further compromise. In this case, it's the VAs who are unwilling to make further concessions. They are standing firm on their demands.
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Post by BansheeOwnage on Nov 21, 2016 6:01:04 GMT
Just some idea of the numbers here, the minimum VA union wage is $825/day + plus health & retirement payments, expenses, catering & car fare. Wait, I thought they got payed minimum $100/hour. Are you saying they have to work 8 hours per day, no matter what, or...? And for most projects, that's probably all of someone's recording, which is worth keeping in mind for this discussion. Residuals for all developers sounds great in theory, but you have to look at the reality of AAA video game development as the costs already keep going up and up. They're now right up there with blockbuster movie budgets... and beyond. GTA V/CoD:MW2 - over $250M to develop and market. Destiny - $500M. You start ballooning the development costs with massive residuals and suddenly ambitious games don't get made anymore. Destiny isn't the best example, for a lot of reasons. And it's not like that budget helped them much, all it did was let them get a lot of great actors to play nobodies. I'd be more curious (not that we'll ever know) what the budget for a Bioware game is, or a Halo game. And I want to point out that I love great VA in games, but I'm under no illusions on their impact on a game's financial success. The best VAing in the world won't save a crappy game, but you have a great game with mediocre VAing and sell tremendously. Bethesda proves that point time and time again. In the end, it's the game itself (along with marketing, good timing and so on) that will determine its success. And people don't buy games because a particular voice actor will be in it, no matter how famous. For me, it's nearly the opposite, as we've both mentioned in the other thread. I value good voice-work very highly, and it certainly makes a difference to both how good I think a game is overall and how likely I am to buy/recommend it. I actually think great VA can save sub-par writing (depending on how sub-par). On the other end of the spectrum, imagine DA or ME with terrible or mediocre VAs. It wouldn't be half as good, in my opinion. What does it mean for financial success, though? Well, it depends on the game. If it's dialogue-heavy and story-focused, it can mean a lot. Great voice acting is one of the staples of the Bioware Formula, and it would be noticed and sorely missed if not present. I think that would definitely impact sales. It's different for something that isn't dialogue/story heavy, obviously. Also, there are definitely people who buy, or are more likely to buy a game based on even a single VA. Not most people, but they're there. You should also keep in mind that, when negotiating, you start off high so that you have things to settle on. So I'm not too worried about their high demands. They aren't negotiating, though, they are on strike. Strikes happen when negotiations break down and one side or both is unwilling to further compromise. In this case, it's the VAs who are unwilling to make further concessions. They are standing firm on their demands. I'm not an expert on strikes and especially not this one in particular, but teacher strikes are semi-frequent where I live, and compromise does sometimes happen even with strikes. So it's possible the VAs are still starting off with a higher-than-realistic number. Or, you're right, I don't know. I'm not against them getting bonuses in theory, but there are certainly a lot of factors to consider first.
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Post by Element Zero on Nov 21, 2016 7:38:53 GMT
I'm not an expert on strikes and especially not this one in particular, but teacher strikes are semi-frequent where I live, and compromise does sometimes happen even with strikes. So it's possible the VAs are still starting off with a higher-than-realistic number. Or, you're right, I don't know. I'm not against them getting bonuses in theory, but there are certainly a lot of factors to consider first. Certainly. Someone has to come to the table, eventually, or else those on strike must find new careers. I hope this issue ends equitably for all. It seems this day was long overdue. *In case anyone ever wondered why I'm always "snipping" quotes out of my posts, it's because the forum's "quote and post" feature doesn't work well on mobile devices. It causes all sorts of page jumping mayhem while I type, if too much text is "in the box". I probably snip more of my own than anyone else's. I figured I'd explain, in case it looked strange to anyone.
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Post by Hrungr on Nov 21, 2016 15:29:33 GMT
As I said, I'm all for improving working conditions and to break up vocally stressful sessions to preserve their voices. But money-wise, I feel they are paid fairly for the work they do. And remember, VA budgets (especially in RPGs) are already big. And I want to point out that I love great VA in games, but I'm under no illusions on their impact on a game's financial success. The best VAing in the world won't save a crappy game, but you have a great game with mediocre VAing and sell tremendously. Bethesda proves that point time and time again. In the end, it's the game itself (along with marketing, good timing and so on) that will determine its success. The VA residuals make it sound like the success of successful games was due to their contribution and that... is a tad presumptuous. And what if the VAing in a wildly successful game is critically panned (eg. Destiny), do you still "deserve" those residuals? And I feel it's also important to remember that a character's "on screen" portrayal is crafted by concept artists, character modellers, animators, cinematics team... with mocap muddying the waters somewhat. It's not like going to a movie to see a favorite actor/actress, most gamers have no idea of who voices their games unless they're well-known in film/tv. And people don't buy games because a particular voice actor will be in it, no matter how famous. Again, I love great VA work. For me, it does add to quality of a game. But it's like... sprinkles on a sundae. It's nice to have, but a great sundae is a great sundae even without it. Yeah, sorta. I mean I'd reverse that on you and say half of that makes it sound like they're wildly unimportant which I don't agree with at all. I don't think that's what your trying to say but that is what the publishers are saying. And again I think it depends on the game. Destiny, at launch had no real 'star cast' like say Mass Effect did. Each companion, Anders, Shepard him/her self where the 'stars' of that game. Base Destiny didn't have a single star. In fact the amount of solid VA talent they had that was... fucking squandered guh. It literally pisses me off. Just thinking about it makes me want to angrily ask wtf bungie was thinking. Claudia Fucking Black was a goddamn promotional merchant! What the hell?! Guh. The DLC to it though definitely started using the cast a bit better. That is literally a game where the original base didn't need any VA to be as shitty as it was, but the DLC with out any VA, or poor VA, would of just fallen really, really flat. Also Bethesda games have good VA, they just don't have varied VA. Garrus is half the damn characters in FO4. And it's not like they don't have A LOT of people doing VO, they do, they're just extremely bad at ensuring they don't have the same person talking to them selves. Anyway, this is all shit and I just want it resolved. Cause if it doesn't, we'll start seeing a lot more non-story related games. And sure RPG's could go back to having no real VO in them (though even BG had VO work) that would kill the genre outside of super niche markets like PoE (which I loved but... yeah). I don't we're there yet, but if worse came to worse maybe the studios will cut back/stop using union talent...? I dunno. Regarding Bethesda, I'd say some of their VA talent is good, some... not so much. But heavily marred by overusing the same VAs, repetitive dialogue, cardboard-cutout NPCs, no meaningful relationships (arguably FO4 improves on that point though), and so on. In the end, they get blasted in reviews in almost every game for these faults. And yet, massive sales game after game.
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Post by Adhin on Nov 21, 2016 15:38:56 GMT
I don't we're there yet, but if worse came to worse maybe the studios will cut back/stop using union talent...? I dunno. Regarding Bethesda, I'd say some of their VA talent is good, some... not so much. But heavily marred by overusing the same VAs, repetitive dialogue, cardboard-cutout NPCs, no meaningful relationships (arguably FO4 improves on that point though), and so on. In the end, they get blasted in reviews in almost every game for these faults. And yet, massive sales game after game. Yeah, I just mean Bethesda's issue isn't a VA issue. It's a how they, as a company, handle their writing and their often inability to keep their own stuff in line. Fo4 I think is the worst offender for that honestly. I think they are used to having multiple races, and each race only having 2 VA per gender (not counting special NPC's) so they have an easier time ensuring the same VA doesn't hold a conversation with them selves. Apparently make them all human and they have a big problem keeping track of it. I'd imagine they always have issue keeping track and the lack of fantasy races just means they don't have a fail safe crutch they're used to having. And we get Garrus talking to Garrus on a consistent basis now. Even more baffling when less complex games have that issue, like they only used 1 guy to do all the voices for bad guys. That shits just lazy on the developers side man, so damn lazy.
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Post by Hrungr on Nov 21, 2016 16:02:46 GMT
Just some idea of the numbers here, the minimum VA union wage is $825/day + plus health & retirement payments, expenses, catering & car fare. Wait, I thought they got payed minimum $100/hour. Are you saying they have to work 8 hours per day, no matter what, or...? And for most projects, that's probably all of someone's recording, which is worth keeping in mind for this discussion. Residuals for all developers sounds great in theory, but you have to look at the reality of AAA video game development as the costs already keep going up and up. They're now right up there with blockbuster movie budgets... and beyond. GTA V/CoD:MW2 - over $250M to develop and market. Destiny - $500M. You start ballooning the development costs with massive residuals and suddenly ambitious games don't get made anymore. Destiny isn't the best example, for a lot of reasons. And it's not like that budget helped them much, all it did was let them get a lot of great actors to play nobodies. I'd be more curious (not that we'll ever know) what the budget for a Bioware game is, or a Halo game. And I want to point out that I love great VA in games, but I'm under no illusions on their impact on a game's financial success. The best VAing in the world won't save a crappy game, but you have a great game with mediocre VAing and sell tremendously. Bethesda proves that point time and time again. In the end, it's the game itself (along with marketing, good timing and so on) that will determine its success. And people don't buy games because a particular voice actor will be in it, no matter how famous. For me, it's nearly the opposite, as we've both mentioned in the other thread. I value good voice-work very highly, and it certainly makes a difference to both how good I think a game is overall and how likely I am to buy/recommend it. I actually think great VA can save sub-par writing (depending on how sub-par). On the other end of the spectrum, imagine DA or ME with terrible or mediocre VAs. It wouldn't be half as good, in my opinion. What does it mean for financial success, though? Well, it depends on the game. If it's dialogue-heavy and story-focused, it can mean a lot. Great voice acting is one of the staples of the Bioware Formula, and it would be noticed and sorely missed if not present. I think that would definitely impact sales. It's different for something that isn't dialogue/story heavy, obviously. Also, there are definitely people who buy, or are more likely to buy a game based on even a single VA. Not most people, but they're there. Regarding pay rates, day rates is all people are talking about right now, so whether or not there are minimums (hourly, half-day, full-day) I'm not sure. If they're bringing someone into the studio, my guess is there's at least a half-day minimum pay (regardless of how much time they actually spend). Regarding other games' development costs... We don't know how much Halo 4 cost, but it was apparently MS most expensive game to date. We know that SW:TOR cost ~200M. And again, I appreciate great VAing as well, but the fact remains even the best VA doesn't translate to financial success. BioWare, as you point out, is known for it's great characters. It's one of the main reasons I play them too. But 6 games later they've enjoyed moderate success overall, but nothing approaching Fallout or Elder Scrolls level hits. And DA2, which I felt had some of the best companion dialogue, personal stories, and interesting protagonist of any of their games tanked because the game wasn't there. And on the other hand we have Skyrim, which from Day 1 was blasted for cardboard-cutout characters, repetitive dialogue, no meaningful relationships, etc... ~23M copies sold, not including the SE. Put them together and I wouldn't be surprised if that one game outsold the entire ME & DA franchises combined.
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Post by Deleted on Nov 21, 2016 16:26:16 GMT
Wait, I thought they got payed minimum $100/hour. Are you saying they have to work 8 hours per day, no matter what, or...? And for most projects, that's probably all of someone's recording, which is worth keeping in mind for this discussion. Destiny isn't the best example, for a lot of reasons. And it's not like that budget helped them much, all it did was let them get a lot of great actors to play nobodies. I'd be more curious (not that we'll ever know) what the budget for a Bioware game is, or a Halo game. For me, it's nearly the opposite, as we've both mentioned in the other thread. I value good voice-work very highly, and it certainly makes a difference to both how good I think a game is overall and how likely I am to buy/recommend it. I actually think great VA can save sub-par writing (depending on how sub-par). On the other end of the spectrum, imagine DA or ME with terrible or mediocre VAs. It wouldn't be half as good, in my opinion. What does it mean for financial success, though? Well, it depends on the game. If it's dialogue-heavy and story-focused, it can mean a lot. Great voice acting is one of the staples of the Bioware Formula, and it would be noticed and sorely missed if not present. I think that would definitely impact sales. It's different for something that isn't dialogue/story heavy, obviously. Also, there are definitely people who buy, or are more likely to buy a game based on even a single VA. Not most people, but they're there. Regarding pay rates, day rates is all people are talking about right now, so whether or not there are minimums (hourly, half-day, full-day) I'm not sure. If they're bringing someone into the studio, my guess is there's at least a half-day minimum pay (regardless of how much time they actually spend). Regarding other games' development costs... We don't know how much Halo 4 cost, but it was apparently MS most expensive game to date. We know that SW:TOR cost ~200M. And again, I appreciate great VAing as well, but the fact remains even the best VA doesn't translate to financial success. BioWare, as you point out, is known for it's great characters. It's one of the main reasons I play them too. But 6 games later they've enjoyed moderate success overall, but nothing approaching Fallout or Elder Scrolls level hits. And DA2, which I felt had some of the best companion dialogue, personal stories, and interesting protagonist of any of their games tanked because the game wasn't there. And take Skyrim, which from Day 1 was blasted for cardboard-cutout characters, repetitive dialogue, no meaningful relationships, etc... ~23M in sales, not including the SE. Put them together and I wouldn't be surprised if that one game outsold the entire ME & DA franchises combined. There is a rate sheet for 2009 rates on the SAG-AFTRA website (I'm not sure if this information is the most current), but it sets out voice over rates: Source: www.sagaftra.org/files/sag/rate_sheet_interactive_8_11_0.pdf (Note: I did have to do some of my own formatting since the original tabular format wasn't transferring properly with the cut and paste into the quote box here.) So, unless things have changed a lot, the cited hourly rates are complicated by minimum time amounts... and if a developer does just want to hire a VA for doing 1 voice for just an hour, they'd wind up paying $390.90 (or more) rather than $100.
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Post by Adhin on Nov 21, 2016 18:07:43 GMT
@upupaway: And that is why random NPC's often sound similar. Cause it's the 'same voice' to fill in the hours they are there for. They go in for a 4 hour session, only really need to be there for a 2-3 hour session and the dev goes 'alright wanna just kick out some random NPC background stuff'? VO says sure and... yup. Some games handle that better for sure... Hrungr: Yeah, that has more to do with player agency in the mass market vs voice acting or characters. One of the many reasons BioWare games don't sell the same (or haven't in the past, they gain a slow following over the last releases) has a lot to do with the conversions. Mass market isn't really there to sit in a conversation. I am very much in the belief that gaming as we know it, as popular as it has become wouldn't of gotten there with out the VO. Why I don't like the sprinkles on icecream analogy. Half-life is a good example of this. Super popular for a multitude of reasons and if there was no VA, the whole story they told which tied together all of the map design would of been thrown out the window. Halo wouldn't be Halo. I dunno, i think it's all as equally important. If we're thinking desert metaphors I'd say it's like a cake. Takes a lot of parts to make a cake and while VA might be the icing on said take, with out frosting you just have tasty off-bread. Good frosting brings it all together as one cohesive thing. Unless you hate frosting, but then your probably just playing card games.
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Post by Deleted on Nov 21, 2016 18:12:25 GMT
@upupaway: And that is why random NPC's often sound similar. Cause it's the 'same voice' to fill in the hours they are there for. They go in for a 4 hour session, only really need to be there for a 2-3 hour session and the dev goes 'alright wanna just kick out some random NPC background stuff'? VO says sure and... yup. Some games handle that better for sure... Hrungr : Yeah, that has more to do with player agency in the mass market vs voice acting or characters. One of the many reasons BioWare games don't sell the same (or haven't in the past, they gain a slow following over the last releases) has a lot to do with the conversions. Mass market isn't really there to sit in a conversation. I am very much in the belief that gaming as we know it, as popular as it has become wouldn't of gotten there with out the VO. Why I don't like the sprinkles on icecream analogy. Half-life is a good example of this. Super popular for a multitude of reasons and if there was no VA, the whole story they told which tied together all of the map design would of been thrown out the window. Halo wouldn't be Halo. I dunno, i think it's all as equally important. If we're thinking desert metaphors I'd say it's like a cake. Takes a lot of parts to make a cake and while VA might be the icing on said take, with out frosting you just have tasty off-bread. Good frosting brings it all together as one cohesive thing. Unless you hate frosting, but then your probably just playing card games. However, it's not being lazy that drives that... it's trying to manage their budget. According to the rate sheet, in order to give each enemy a different voiced "death grunt," they'd be paying nearly 4 times as much per "grunt" by having to call in different VAs for 1-hour sessions. Unless you want to pay 4 times the price for each game, you have to allow the developers to try to economize a little bit without accusing them of just being "lazy." Also keep in mind that one a development company signs the union's agreement, then union scale is the minimum they can pay any of their voice actors whether or not those actors themselves have joined the union. So, they couldn't even just grab people off the street and pay them less for that 1 hour's worth of work. If the union succeeds in getting VAs "residuals," then I think, as part of that corporate union agreement the devleopers sign with SAG-AFTRA, they would be then obligated to pay the same residuals to ALL VAs (union or non-union). It is really something that could "sink" a lot of games financially by increasing the costs so much that 2M copies won't even approach the "break-even" point.
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Post by Space Cowboy on Nov 21, 2016 18:28:27 GMT
Interesting reading, thanks. SAG-AFTRA's list of demands includes splitting up the most intensive recording sessions from one four-hour session to two two-hour sessions.
They are also asking for more advance information about their roles. Sometimes after landing a job, voice actors are left in the dark about their character's motivations, what scene they're recording lines for, even the game they're working on.Both of those seem reasonable. I can see why they wouldn't want the VA to know ahead of time (because leaks), but even a day would help. I can't speak to the bonus payment thing. I don't know enough about the general compensation for VA work to form an opinion. The second one really surprised (and disheartened) me. Why not let them actually - you know - prepare for a role, so they can understand it and therefore deliver the best performance they can? They sign NDAs, so secrecy shouldn't be a problem. If they don't let them get into a character, the VAs lose because they do a worse job (not necessarily a bad one, but not to their full potential) and their resumés are impacted, the studio gets a worse performance and worse reviews, and the publisher gets less money. I really don't see the advantage Plus, most of these people are probably pretty passionate, since like most artsy jobs it can be hard to make a living/catch a break, so I'd imagine it would be annoying for them not to be able to get into their characters properly simply because of that - enjoying their work. At least, that's how I'd be if I did voice acting I don't feel like I know enough about this whole thing to render a solid opinion about everything, but I definitely support the VAs here. I don't get this either. Some lines I hear in game made it painfully obvious they got no direction. Mispronounciation and strange tone for the scene and so on.
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Post by Adhin on Nov 21, 2016 19:24:05 GMT
@upupaway: And that is why random NPC's often sound similar. Cause it's the 'same voice' to fill in the hours they are there for. They go in for a 4 hour session, only really need to be there for a 2-3 hour session and the dev goes 'alright wanna just kick out some random NPC background stuff'? VO says sure and... yup. Some games handle that better for sure... Hrungr : Yeah, that has more to do with player agency in the mass market vs voice acting or characters. One of the many reasons BioWare games don't sell the same (or haven't in the past, they gain a slow following over the last releases) has a lot to do with the conversions. Mass market isn't really there to sit in a conversation. I am very much in the belief that gaming as we know it, as popular as it has become wouldn't of gotten there with out the VO. Why I don't like the sprinkles on icecream analogy. Half-life is a good example of this. Super popular for a multitude of reasons and if there was no VA, the whole story they told which tied together all of the map design would of been thrown out the window. Halo wouldn't be Halo. I dunno, i think it's all as equally important. If we're thinking desert metaphors I'd say it's like a cake. Takes a lot of parts to make a cake and while VA might be the icing on said take, with out frosting you just have tasty off-bread. Good frosting brings it all together as one cohesive thing. Unless you hate frosting, but then your probably just playing card games. However, it's not being lazy that drives that... it's trying to manage their budget. According to the rate sheet, in order to give each enemy a different voiced "death grunt," they'd be paying nearly 4 times as much per "grunt" by having to call in different VAs for 1-hour sessions. Unless you want to pay 4 times the price for each game, you have to allow the developers to try to economize a little bit without accusing them of just being "lazy." Also keep in mind that one a development company signs the union's agreement, then union scale is the minimum they can pay any of their voice actors whether or not those actors themselves have joined the union. So, they couldn't even just grab people off the street and pay them less for that 1 hour's worth of work. If the union succeeds in getting VAs "residuals," then I think, as part of that corporate union agreement the devleopers sign with SAG-AFTRA, they would be then obligated to pay the same residuals to ALL VAs (union or non-union). It is really something that could "sink" a lot of games financially by increasing the costs so much that 2M copies won't even approach the "break-even" point. Not really sure where your getting your 4 times cost for 2 VA's vs 1 VA. But yeah it would be a cost increase to add additional voices instead of it being 1 guy for all bad guys. Keep in mind I'm not saying not paying for more is 'lazy'. I'm saying when you have a bunch of bad guys and the same voice talks to it's self. I've seen that in games where they 'have' 3-4 voice actors FOR their generic bad buys but for some reason one guys voice has a conversation with him self a few times via 2 separate NPC's. That's literally an oversite on the developers side not ensuring to split that up properly. What's funnier is most of those games it's scripted moments like with Spliter Cell, your sneaking around and everytime you get up to this point they have the same conversation. In Bethesda games I can understand it more considering the complexity of the game and how things just have to work. But yeah. As far as the union min-wage spilling over into non-union wages, I guess? I've never heard of that happening but I don't really look into or have much knowledge about that so I'll take your word on it. That could definitely impact indies pretty heavily if it's the case. Though I find it hard to believe it is. but hey, a lot of shit I find hard to believe is true and exists and that's the way shit goes sometimes. -.-
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Post by Deleted on Nov 21, 2016 20:11:42 GMT
However, it's not being lazy that drives that... it's trying to manage their budget. According to the rate sheet, in order to give each enemy a different voiced "death grunt," they'd be paying nearly 4 times as much per "grunt" by having to call in different VAs for 1-hour sessions. Unless you want to pay 4 times the price for each game, you have to allow the developers to try to economize a little bit without accusing them of just being "lazy." Also keep in mind that one a development company signs the union's agreement, then union scale is the minimum they can pay any of their voice actors whether or not those actors themselves have joined the union. So, they couldn't even just grab people off the street and pay them less for that 1 hour's worth of work. If the union succeeds in getting VAs "residuals," then I think, as part of that corporate union agreement the devleopers sign with SAG-AFTRA, they would be then obligated to pay the same residuals to ALL VAs (union or non-union). It is really something that could "sink" a lot of games financially by increasing the costs so much that 2M copies won't even approach the "break-even" point. Not really sure where your getting your 4 times cost for 2 VA's vs 1 VA. But yeah it would be a cost increase to add additional voices instead of it being 1 guy for all bad guys. Keep in mind I'm not saying not paying for more is 'lazy'. I'm saying when you have a bunch of bad guys and the same voice talks to it's self. I've seen that in games where they 'have' 3-4 voice actors FOR their generic bad buys but for some reason one guys voice has a conversation with him self a few times via 2 separate NPC's. That's literally an oversite on the developers side not ensuring to split that up properly. What's funnier is most of those games it's scripted moments like with Spliter Cell, your sneaking around and everytime you get up to this point they have the same conversation. In Bethesda games I can understand it more considering the complexity of the game and how things just have to work. But yeah. As far as the union min-wage spilling over into non-union wages, I guess? I've never heard of that happening but I don't really look into or have much knowledge about that so I'll take your word on it. That could definitely impact indies pretty heavily if it's the case. Though I find it hard to believe it is. but hey, a lot of shit I find hard to believe is true and exists and that's the way shit goes sometimes. -.- OK, so to make this mathematically perfect... In 2009, working 1 VA using a single voice for a full (4-hour) day cost $781.25 and EACH additional voice done by that VA within that 4-hour session cost an additional $260.60 per the rate sheet, which calculates to $195.31 for 1 voice (i.e. all the bad guys have the same voice) and $260.46 per hour for 2 different voices when done by the same VA (half the bad guys would have one voice and half the bad guys would have another). One VA doing 4 different voices would cost $390.76 per hour, which is almost the same as having 4 different VAs in for 1 hour each, that rate being $390.90. However, since we're talking about the game reusing the same "death grunt", they probably do get away with 1 VA for only 1 hour to record a selection of different grunts used in 1 voice and replaying many of the exact same grunts throughout the game... which keeps their costs at 1/4 that of providing different voices for different enemies. It's one area they can economize without really affecting the quality of how the PC interacts with NPCs. I really don't care if all my enemies scream the same when they die, so I'll let the developer save some money in that area so that they don't have to trim their budget by, say, having multiple conversations with different NPCs who have the same voice as one another. I'd rather they get in different VAs or use a VA who can indeed vocalize different voices... which costs them more. Another thing to consider is that VAs who are talented enough to vocalize different voices generally garner more than union scale for their work.
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Post by Adhin on Nov 21, 2016 20:42:00 GMT
@upupaway: Yeah, outside of the guy who does Bender (I forget how to spell his name) grunts and death sounds all kinda sound the same from genders. Nothing really sticks out to much.
Either case I've been talking about NPC's talking to each other not them dying. There is a good bit of dialog from enemies talking to each other in some games. And if they already have multiple VO's for it, they should be able to ensure they don't use the same guy on both sides of a conversation is all I was getting at.
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Post by Sylvius the Mad on Nov 21, 2016 20:43:42 GMT
1. If you've ever been involved in union negotiations, you know that the initial list of demands is just a negotiating position. The union doesn’t expect to get all those things, not do they even necessarily want all those things. Those are just demands; some of which they will give up during negotiations in order to get the employer to give up demands as well.
2. I generally don't think the voice-acting adds much to these games, so I'd be excited to see something cause an increase in unvoiced games. Scrapping voice-acting (and cinematics) would dramatically reduce production costs.
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Post by thesupremedarkone on Nov 22, 2016 4:51:32 GMT
1. If you've ever been involved in union negotiations, you know that the initial list of demands is just a negotiating position. The union doesn’t expect to get all those things, not do they even necessarily want all those things. Those are just demands; some of which they will give up during negotiations in order to get the employer to give up demands as well. 2. I generally don't think the voice-acting adds much to these games, so I'd be excited to see something cause an increase in unvoiced games. Scrapping voice-acting (and cinematics) would dramatically reduce production costs. Last I heard apparently the union straight up refused a counter offer simply for not I clouding the royalties at all. As time goes on, it seems more like this is about greed which makes me sad
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Post by Sanunes on Nov 22, 2016 7:22:22 GMT
1. If you've ever been involved in union negotiations, you know that the initial list of demands is just a negotiating position. The union doesn’t expect to get all those things, not do they even necessarily want all those things. Those are just demands; some of which they will give up during negotiations in order to get the employer to give up demands as well. 2. I generally don't think the voice-acting adds much to these games, so I'd be excited to see something cause an increase in unvoiced games. Scrapping voice-acting (and cinematics) would dramatically reduce production costs. Last I heard apparently the union straight up refused a counter offer simply for not I clouding the royalties at all. As time goes on, it seems more like this is about greed which makes me sad I agree, I think the royalties are going to be the sticking point and it is going to be interesting to see who is going to blink first. The problem with royalties at least how I see it is that it provides a lot of uncertainty in the budget for a game for you won't be able to plan for how much to pay the voice actors because it is dependent on sales which might even happen before the game reaches a break even point. Unless the union can figure out a way to remove that uncertainty I just don't see the publishers budging unless they see an out in the contract language to basically remove that uncertainty.
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Post by Deleted on Nov 22, 2016 9:19:53 GMT
@upupaway: Yeah, outside of the guy who does Bender (I forget how to spell his name) grunts and death sounds all kinda sound the same from genders. Nothing really sticks out to much. Either case I've been talking about NPC's talking to each other not them dying. There is a good bit of dialog from enemies talking to each other in some games. And if they already have multiple VO's for it, they should be able to ensure they don't use the same guy on both sides of a conversation is all I was getting at. ... and all I'm saying is that budget management plays a role... not being "lazy." It is the death grunts, etc. that the VAs are saying is so vocally stressful and why they want to cut the 4-hour sessions in half to 2-hours (and still be paid for 4-hours). However, the complexity of the rate sheet from the union's own website shows that the media are not really presenting us with all the facts when setting out the negotiating positions of each side. The rate sheet shows that some VAs would essentially be already paid the same rate per hour for 2 hours of work (in two 1-hour sessions) as the full 4-hour day rate for 1 voice and that there is already extra compensation given for VAs performing more than 1 voice within a 4-hour session. The definition of "vocally stressful" work and how that differs from the considerations already built into their contracts is, therefore too ambiguous. The royalties proposal seems to suggest that each VA would receive the same payment regardless of how much work they do on the game. So, one guy doing just one voice would get the same amount as 1 guy doing multiple voices. If that is the case, then I suspect you'll see more of the same guy talking to himself since using 2 guys for that would double the amount of royalties the company would have to pay out if the game sells 2M+ copies. Of course, there is a strong possibility that we're just not really being given the facts... because the parties as really posturing at this stage of the game just to get "public opinion" on their side of this equation... i.e. we're being played. The old rate sheet and old contract templates are all available on SAF-AFTRA's website. I'm not a member and have been able to access it, so, if you're interested and you want to verify what I said about the developer's general contract with the union itself, you can also download it from that site as well.
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Post by anzer on Nov 22, 2016 9:22:17 GMT
For people saying the residuals are completely unreasonable, here's an interesting article breaking down hypothetical payments based on actual game sales. Number Crunching the SAG-AFTRA StrikeTL;DR: 0.15% (rounded up for simplicity)
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Post by Deleted on Nov 22, 2016 10:19:00 GMT
For people saying the residuals are completely unreasonable, here's an interesting article breaking down hypothetical payments based on actual game sales. Number Crunching the SAG-AFTRA StrikeTL;DR: 0.15% (rounded up for simplicity) The issue I have with the royalties is that, according to SAG-AFTRA itself, the payments are set to kick in "when the average game starts to make a profit." That means, that the first payment would kick in at a point when the game may just be breaking even... i.e. before there is ANY actual profit... and that's only if the gaming developer kept the costs to "average." Also, the cost of the producing the game would automatically increase... moving that "average" break-even point such that, on average, more than 2 million copies would need to be sold to break even. SAG-AFTRA has to come forth with a different scheme that ensures that the more marginal games can be assured of making at least some reasonable profit before they are hit with royalties. That is, the royalties need to scale differently and start farther down the line than 2M copies or the companies cannot, in good faith to their investors, sign such an agreement. In trying to defend their request for royalties... all I keep hearing from them is this jealously over how much profit games make. Well, I worked for a company where the investors made huge profits... they were also the ones who put in their own money to start the venture and took on all the financial risk if things went south and they did not make their money back. That initial risk is what entitles them to make a profit. My work is what entitled me to be paid... always and without risk... if I worked, I was paid whether or not the company was making money. Just because a game makes a little or a lot does not, in principle, mean that people should be guaranteed payment for times when they are "not working." The article also says the VAs have only been citing safetly concerns and that it's the game developers talking about the royalties, but EVERY interview I've seen with VAs leads to them talking about the royalties as a means of compensating them for the vocally stressful work. It always bottomlines to being about the royalties. They are not, for example, asking the companies to schedule two VA sessions where one can rest their voice while the other is in the booth (which according to a recent interview I saw seems to work for them when recording animated movies).
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Post by Sylvius the Mad on Nov 22, 2016 19:18:41 GMT
Depending on the details of the royalty formula (and again, TV actors have been collecting residuals for decades), it could well be that the only games for which there would be a significant impact would be the wildly successful games - particularly those games that were more successful than expected.
The details would matter. So I can understand the union rejecting a proposal that didn't even try.
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