to voice or not to voice, that is the question
another day, another water cooler (okay, smoking area) conversation about voiceover that invariably winds its way back to the mother of all VO touchstones these days – the voiceover plans for the forthcoming Star Wars: The Old Republic. it’s going to be “fully-voiced”, and we keep hearing things like “40 novels’ worth of dialog” and “200 people dedicated to voice” and “the biggest voiceover project ever” and “good christ this must be costing twenty million dollars”. astounding. i feel like i’ve got a front row seat for Evel Knievel jumping the fountains at Caeser’s Palace, and i’m holding my breath in anticipation of the outcome.
while we sit here and figure out how to strategically and effeciently use voiceover to help deliver a compelling experience to the player, going back and forth as to what should be voiced and what should not, Bioware’s “fuck it, let’s do it all” approach is a contstant source of wonder. it’s brilliant! it’s arr-tard’d! they can pull it off! there’s no way it can work! it’ll take gaming as a form of entertainment to the next level! it’s millions of dollars flushed down the toilet on a feature nobody asked for! and each of those arguments could be made convincingly.
vroom vroom, Bioware. may the wind be at your back, and a couple of scantily-clad showgirls by your side.



