MMO VO

Some massively multiplayer games have voice overs (recordings of real people speaking game dialogue) for their non-player characters. Some are good, some are bad, some are just meh. In some games, virtually everything is voiced, from the random NPC on the corner to the kings and queens of the world. In others, only the important things are voiced, such as cinematics or NPCs particularly relevant to a game’s story. Is this wasted time, money, and effort on the part of game companies, or does it add enough to a game that it should be pursued?

Personally, I think it’s unnecessary. It can add something to the game if done very well. But, if only some NPCs have it, I find it jarring when I talk to one without it, especially if it seems like it should have VO. If all NPCs have it, it’s super expensive, and there tends to be more variance in the quality of voice over (the really important characters get the better actors). And, if there is any significant variance in quality, I get taken out of the world instantly wondering why the hell such crappy VO made it into the game.

The cost factor is what really gets me as a game developer, and not just the monetary cost. Yes, it is quite expensive to put VO in your game. Moving on from that, because that is assumed. On to my bigger gripes as a game designer…

The second something is recorded, you can’t change the dialogue. If you’re playing your own game and do one of the quests you wrote, then realize the dialogue for an NPC is worded a little funny and you want to fix it, you can’t. It’s too expensive to get that actor back in to re-record the line of dialogue.

It also makes adding any new content very prohibitive: Want to add a new quest to the game? Better get that cleared by your lead, the producer, and the money guy, because even though it’ll only take you a day or two, it will cost a couple hours of recording sessions and even more man-hours to get it done.

And, don’t get me started on localization. Voice over adds significant cost to translating your game to another language. Either you shell out the cash and get people to record VO in all of the languages your game is translated to (even though a lot of the dialogue probably doesn’t make a lot of sense when translated in the first place), or you give non-English speakers a sub-par experience and don’t give them VO in their language.

Are there alternatives to actually voicing whole lines of dialogue? I think so. I really like the idea of recording generic one-shot lines or simple words in a variety of voices and demeanors. Basically, there would be a standard set of responses, greetings, etc. Then, a bunch of combinations of race, sex, and demeanor would be recorded to fulfill that standard set.

For example, an angry male dwarf version of “Hello” could be, “What do you want?!” A “Hello” from a friendly female elf could be, “Greetings, heroic one.” A “Hello” from a paranoid male human could be, “Don’t flog me!” You get the idea. Basically, the designer would assign a race, sex, and demeanor to an NPC, then would select which standard line would be spoken for all lines of dialogue in which it makes sense (they should emote, too!).

All of the costs and risks considered, combined with my personal opinion that simple greetings and one-shot lines are almost as good as full voice over, I really don’t feel like VO is necessary at all in an MMO, and would rather see the time, money, and effort spent on other aspects of a game. At most, I’m cool with extremely important stuff being fully voiced, and only if it’s in an obviously different venue than standard dialogue (e.g. in a cinematic).

Do you actually care if a game has VO for its NPCs? If so, how much do you think should be voiced?

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