Right, which is why I spent over a paragraph expositing on how I understand it adds costs . However, you cannot deny that production is cheaper in nearly all aspects for this industry than it was 30 years ago for what you get and can do. Comparing pure inflation alone is ridiculous. A 1920s model T cost "the same" as a basic compact now by inflation; you get a hell of a lot more out of a modern compact as far as what a car really is and considered now. Part of the reason the VO budget for QFG4 (or anyrhing then) was that high was certainly NOT the wages of most actors (I've worked in radio and VO as talent, I know how poorly it pays unless you're famous or very well recommended), but the costs associated with a studio, equipment, and recording and production engineers, all of which are far cheaper comparatively than they were 30 years ago, exponentially so. Making decent audio is almost dirt cheap now, look at any 25 year old youtuber that is actually decent at production and editing. They make fractions of a penny per view and the good ones more than get by. Ditto for workstations, software, and engines themselves. 30- years ago you had to actually program, now the same licensed engine suite can be used for everyhing from simulators like KSP, to this, to mobile time waster games instead of having to make a proprietary one for a single game or run of them. Sound had to be actually programmed before, it's scripted sets of sound dumps or indivual files for the most part now. As far as production time being longer, are your working hours longer than they were? Most who are young and "hungry" tend to put a lot more time and effort into their careers than 3 decades down the road hours per day wise.
If you're arguing Sierra went broke because they gave budgets large enough to explore the "latest and greatest" in tech with nearly every title was purely bad, I never suggested that be what direction you or anyone should go. However, yes, I'd rather see a handfull of excellent titles that endure decades from a company than have anyone turn into EA or what Bethesda has become or conversely, have underrated titles due to a lack of features common to an incredibly high percentage of games made in this genre or any now. I've seen zero topics about it when I serached the forums here and only a light number of forum postsings from during early production, but it's likely costing you some sales or interest. Most don't make posts or direct comments. You also received money from two crowd funding campaigns that met their combined $500k goal. Don't act like the price point at final sale is your only source of income here for the project. Plenty have abandoned projects after the crowd funding, I gave props for not doing so. 5 years is also about the time it seems to take for single person studios to make titles that sell millions of units at around $12 (pletny of those fail too). Their products are just as good in other ways and their margins are a lot better because of it. Coincidentally most of those titles don't seem to have VO, but I bet with a $500k budget before any sales, they may have. They're also not in genres known for having pioneered VO in games or novella sized amounts of text. One thing definitely done right here was the graphics, I can't knock that at all.
I'm only getting at that people like Gilbert or Schafer (it's fine to not like the latest out of doublefine, I personally haven't played them) seem to have accopmlished it by A) remkaing some of their older titles after either having foresight to retain IP control or lengthly legal battles or costly royalties and licensing deals, and B) being incredibly shrewed business wise (whether or not that's moral to do to a fellow coworker contracted or not is an entirely different discussion). While some of their later new IP titles may be "duds", it's not just because of VO you personally found bad. "The Dig" had pretty bad VO (mostly the mixing and production), but it didn't make it a bad game in any sense. The actor for Indy in fate of atlantis certainly wasn't trying to imitate Harrison Ford, but he made the character his own desipte again, some mixing and production issues. 7th guest had horrible VO even for the time and a clusterF of production issues, it still sold like mad and not just because it was the hot new CDROM game being shilled by even Bill Gates and being sold with PCs. Whomever owns the rights now is making money just off of releasing it prepackaged with SCUMMvm.
If several completely free titles in this genere can be made that feature halway decent nearly full VO, there's no way you would spend half a million unless you demanded stars or well knowns, which I, nor would I think anyone else, would expect. You could literally go to a radio station and probably hire decent voice talent for tens of thosuands, not hundreds of thousands. I wouldn't consider Heroine's Quest "ruined" by having amatuer VO. There's also plenty of pros who don't live in L.A., NY, or the Pacific NW, and can record and send files remotely from a home studio or local one, and are a lot cheaper. Most of the audio industry people I know are broke regardless of skill beacuse of how little it pays. Not sure who you're rubbing shoulders with or where they're recording to cost more than most make in 10 years for a VO budget. Seriously, dsimissal of VO actors for being "amateurs' is a cop out, and frankly a good way to destroy potential oppourtunities. Jukeboxes killed live bands because of that kind of attitude and now most music and audio are like most video games are becoming, cookie cutter. Not that I"m accusing Hero U of being so at all, but for being this much of an apparent audiophile, the music so far has been well scored, but repetitive. The new LSL attempt may be a non looker for me just because of its art style and rough look plus no Lowe, buy every customer's tastes are different certainly. I'd call the voices in the trailer for that bad choices, not bad VO. Casting and production are almost more important than "skill" depending on the role. You should keep in mind though, another good way to ruin a great game is treating customers poorly or assuming they don't understand your own concerns as the producer of the content. You cut out a mass of any potential VO talent because they don't fit your defintion of "professional" when VO clubs even have professional members doing side work for practice or exposure. In your world of hiring talent, how would anyone ever become a professional if those were the only people hired? If I were a jackass, I'd make a refund attempt just for that, but like I said in my OP, I still hope to enjoy the game. You find DoubleFine's VO talent choices grating, I find absolutely no VO talent in a point and click grating if it's not early EGA or VGA. After working all day for what you probably could never live on at this stage in life, I don't feel like reading a novel's worth of obvious phonetic puns. Hearing them wouldn't be so grating. Writing non phonetic ones would also be less grating.
I'm also saying for a "full" price title, it's quite a shock to have no VO whatsoever discounted or not. I don't think the price is "high", even the full price, but it is for having writing that only "works" in pronunciation not being voiced. Furthermore, it could be argued that Telltale went broke because of a series of poor writing and advertising choices that weren't choices (I personally found the Sam and Max titles they produced to be the only decent ones), Lucas because of several "bunk" titles failing to ever leave the star wars IP after a time (I'm saddened to think what disney is going to do with all the non SW IPs there), and a high percentage of companies fail in every industry, primarly because of not being able to balance costs and prodcut quality with price point. Being overly perfectionist is just as bad as not caring about quality and both waste budget or sales in the end. I'm assuming GOG also charges some amount for advertising, but I also imagine like a lot of costs, they're exponentially less than advertisemnt via magazine, brick and mortar stores, television, radio, or anything else was in the past for the amount of people you can reach. The only reason I even heard about this game was as a suggested title after browsing and purchasing old titles from companies that went bankrupt making good games, including QFG. The amount of "utility" out of the price is what's important. I paid about the same for this as I did for KSP in early access. I doubt this has the same amount of utility in replayability hours, but that's also not the only criteria to judge anything by.
Post edited October 26, 2018 by maddogg2020