Renegen said:
The issue is harder than you set it to be. A lot of games, especially now that 3D is everywhere, have to become cinematic just simply because real life authenticity is boring. Simple thing like merchants greeting you, when was the last time a corner store employee greeted you? In RL, people just stare blankly at you until you say something intelligent. In VGs, every encounter is epic and somehow every character you meet lays on the combat tips or story exposition. This goes into everything, from how they walk, how they talk, how they act, how they dress.
Depends on where you live. In smaller rural societies, you can expect people to be courteous and friendly because the greater reliance upon individuals and communal nature of existence ensures that people get to know one another better, and social custom follows this. In urban societies, people are packed in closer with one another, and can't possibly know the majority of people they come into contact with, or even a fraction, and so social custom tends to put greater emphasis on tight-knit personal relationships with a few people, and wider networks of professional contacts. Anything more is pretty much impossible for anyone to sustain.
Usually this is reflected in RPGs: people in small towns are talkative, friendly and helpful, and in cities, you can expect to see more rude people; usually if someone's being nice, they want something, whether that's your money or something else. Sometimes it's reflected in the dialogue itself, other times in design of quests and characters. Is it always 100% accurate to what you'd get in the real world? Nope, although I'd expect a band of heavily-armed heroes to draw at least some attention. Verisimilitude and internal consistency are far more important than vain pleas to "realism." Most games are fantasy, and so I'm willing to suspend a little disbelief as far as social custom is concerned.
Renegen said:
What you're advocating is the epic king with his epic speech in his epic throne to sound like an overworked sissy developer, and people should cheer for that! It breaks the precious IMMERSION!!1! that every game tries so hard to establish. Even hardcore RPGs(the few that would qualify of that today..) have to do that because VGs have gone so far from real life that to go back would be a rude awakening.
Where am I advocating "epic" things exactly? Where exactly does voice acting factor into this equation? Your argument does not in any way follow from my premises.
Renegen said:
Let's also not forget that video game characters are one dimensional, and must convey the most about their personality in the shortest amount of time, and voice acting is part of that. That's why tough warriors in video games have a manly voice, having a Mike Tyson voice would not work.
I'm not really sure what you're getting at here. Are you saying that's a good or bad thing, or just pointing it out?
Renegen said:
Do I love developers not blowing millions on voice acting? of course. Do I hate that developers are trying to use voice acting and cutscenes as their main pillars in their "epic cRPG", duh. Deus Ex had amateur voice acting, for the most part it worked. But people to this day make fun of its voice acting and many are even turned off by it. It's a hard middleground to have.
Deus Ex has shit voice acting outside of the main cast. Background characters in Paris and Hong Kong (about 60% of the game) are downright embarrassing at best and offensive at worst. Nobody makes fun of JC's voice (aside from a couple cheesy lines), or most of the other main characters' voices, and that's great, but there's a lot more to the game than those characters and the inconsistency is simply extremely jarring. Compare to Human Revolution, where voice acting is pretty competent overall, but not especially stunning either - it gets the job done and you don't notice problems because you don't have those extremes in quality and tone.
Eyeball said:
As recent years have shown, full voice acting only gets in the way of modding and adds to the budget and difficulty of making games considerably without adding that much. Are you really that interested in hearing Random Peasant # 23 speak?
Much like I said above, if Random Peasant #23 doesn't have anything interesting, relevant or important to say, why the fuck are you wasting time writing dialogue for her? Not all character interactions have to be amazing and memorable and "epic" as some have taken my words to mean, but they should at least be worthwhile in some way or other. Give me one character that can reveal something about the game world or story over ten who don't any day. Being able to consolidate important information (exposition, mostly) is extremely important. Stuff like idle chatter is well and good with me, especially when it serves a narrative function, but if I initiate dialogue with an NPC and there's little more than "top of the morning" or "I have a huge boil on my arse" then I fail to see the point.
I still maintain: if your game has quests where NPCs are asking you to do boring shit like killing rats, or delivering goods, your issues aren't with voice acting. Good voice work will not save boring dialogue, and dialogue is usually boring because the subject matter is boring. If a game is boring, then that is a problem and needs to be resolved, end of story. Is it realistic for most games? No, but that's no reason to not try.