<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article10_03_17_0620202</id>
	<title>The Problems With Video Game Voice Acting</title>
	<author>Soulskill</author>
	<datestamp>1268823000000</datestamp>
	<htmltext>The Guardian's Games blog explores the tendency of modern video games to <a href="http://www.guardian.co.uk/technology/gamesblog/2010/mar/16/games-controversy">suffer from poor voice acting</a>, a flaw made all the more glaring by increasingly precise and impressive graphics. Quoting:
<i>"Due to the interactive nature of games, actors can't be given a standard film script from which they're able to gauge the throughline of their character and a feel for the dramatic development of the narrative. Instead, lines of dialogue need to be isolated into chunks so they can be accessed and triggered within the game in line with the actions of each individual player. Consequently, the performer will usually be presented with a spreadsheet jammed with hundreds of single lines of dialogue, with little sense of context or interaction. ... But according to David Sobolov, one of the most experienced videogame voice actors in the world (just check out <a href="http://www.sobolov.com/">his website</a>), the significant time pressures mean that close, in-depth direction is not always possible. 'Often, there's a need to record a great number of lines, so to keep the session moving, once we've established the tone of the character we're performing, the director will silently direct us using the spreadsheet on the screen by simply moving the cursor down the page to indicate if he/she liked what we did. Or they'll make up a code, like typing an 'x' to ask us to give them another take.' It sounds, in effect, like a sort of acting battery farm, a grinding, dehumanizing production line of disembodied phrases, delivered for hours on end. Hardly conducive to Oscar-winning performances."</i></htmltext>
<tokenext>The Guardian 's Games blog explores the tendency of modern video games to suffer from poor voice acting , a flaw made all the more glaring by increasingly precise and impressive graphics .
Quoting : " Due to the interactive nature of games , actors ca n't be given a standard film script from which they 're able to gauge the throughline of their character and a feel for the dramatic development of the narrative .
Instead , lines of dialogue need to be isolated into chunks so they can be accessed and triggered within the game in line with the actions of each individual player .
Consequently , the performer will usually be presented with a spreadsheet jammed with hundreds of single lines of dialogue , with little sense of context or interaction .
... But according to David Sobolov , one of the most experienced videogame voice actors in the world ( just check out his website ) , the significant time pressures mean that close , in-depth direction is not always possible .
'Often , there 's a need to record a great number of lines , so to keep the session moving , once we 've established the tone of the character we 're performing , the director will silently direct us using the spreadsheet on the screen by simply moving the cursor down the page to indicate if he/she liked what we did .
Or they 'll make up a code , like typing an 'x ' to ask us to give them another take .
' It sounds , in effect , like a sort of acting battery farm , a grinding , dehumanizing production line of disembodied phrases , delivered for hours on end .
Hardly conducive to Oscar-winning performances .
"</tokentext>
<sentencetext>The Guardian's Games blog explores the tendency of modern video games to suffer from poor voice acting, a flaw made all the more glaring by increasingly precise and impressive graphics.
Quoting:
"Due to the interactive nature of games, actors can't be given a standard film script from which they're able to gauge the throughline of their character and a feel for the dramatic development of the narrative.
Instead, lines of dialogue need to be isolated into chunks so they can be accessed and triggered within the game in line with the actions of each individual player.
Consequently, the performer will usually be presented with a spreadsheet jammed with hundreds of single lines of dialogue, with little sense of context or interaction.
... But according to David Sobolov, one of the most experienced videogame voice actors in the world (just check out his website), the significant time pressures mean that close, in-depth direction is not always possible.
'Often, there's a need to record a great number of lines, so to keep the session moving, once we've established the tone of the character we're performing, the director will silently direct us using the spreadsheet on the screen by simply moving the cursor down the page to indicate if he/she liked what we did.
Or they'll make up a code, like typing an 'x' to ask us to give them another take.
' It sounds, in effect, like a sort of acting battery farm, a grinding, dehumanizing production line of disembodied phrases, delivered for hours on end.
Hardly conducive to Oscar-winning performances.
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506696</id>
	<title>There are exceptions...</title>
	<author>Ransak</author>
	<datestamp>1268829780000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>... Mass Effect or Dragon Age: Origins (the latter more so than the former). They tend to use <a href="http://www.rpgfan.com/news/2009/434.html" title="rpgfan.com">real actors,</a> [rpgfan.com] not just students or developers that want a shot at it.<p>Of course this works under the premise that acting is a profession, which some disagree with.</p></htmltext>
<tokenext>... Mass Effect or Dragon Age : Origins ( the latter more so than the former ) .
They tend to use real actors , [ rpgfan.com ] not just students or developers that want a shot at it.Of course this works under the premise that acting is a profession , which some disagree with .</tokentext>
<sentencetext>... Mass Effect or Dragon Age: Origins (the latter more so than the former).
They tend to use real actors, [rpgfan.com] not just students or developers that want a shot at it.Of course this works under the premise that acting is a profession, which some disagree with.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508658</id>
	<title>Re:Like the games themselves</title>
	<author>stewbacca</author>
	<datestamp>1268841420000</datestamp>
	<modclass>Offtopic</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>Who would have thought it?</p><p>Rush <b>Limbaugh</b> typically exhibits signs of low quality and lack of attention to detail.</p></div><p>Fixed that for you. (ok, mod off topic now)</p></div>
	</htmltext>
<tokenext>Who would have thought it ? Rush Limbaugh typically exhibits signs of low quality and lack of attention to detail.Fixed that for you .
( ok , mod off topic now )</tokentext>
<sentencetext>Who would have thought it?Rush Limbaugh typically exhibits signs of low quality and lack of attention to detail.Fixed that for you.
(ok, mod off topic now)
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506430</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31539772</id>
	<title>That's some resume.</title>
	<author>Weemz</author>
	<datestamp>1269020100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Jeebis! Sobolov has been in EVERYTHING! That's what's happening with Keith David, he does v/o in like 1 out of every 5 games.</htmltext>
<tokenext>Jeebis !
Sobolov has been in EVERYTHING !
That 's what 's happening with Keith David , he does v/o in like 1 out of every 5 games .</tokentext>
<sentencetext>Jeebis!
Sobolov has been in EVERYTHING!
That's what's happening with Keith David, he does v/o in like 1 out of every 5 games.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31512562</id>
	<title>Re:There are exceptions...</title>
	<author>Fishbulb</author>
	<datestamp>1268853780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Having played both ME and ME2, and done a stint as a voice actor, I actually found the voices to be a little wooden.  Now, that's not entirely a problem with the actor; they could be reading the line exactly as they're being told to.</p><p>It also has to do with both:</p><p>The Writers - for ME, the conversation options are somewhat circular; you come back to the same points, so even if the conversation took a bad turn with an NPC, when you exit the conversation that NPC may still say "Cheerio!" even though they were pissed a second ago. Doesn't happen in real life.</p><p>The Producers - the folks who (often) sit in the recording booth with the engineer while the actor reads the lines, to make sure they're done right.  If a character says, "Fine." - are they fed up and trying to end the conversation, or did they just see someone who looks attractive?  If the producer doesn't know where the writers were coming from, they will misdirect the actor.  This is further complicated by the circuitous conversations that occur in games like Mass Effect.</p><p>As far as professions go, acting is certainly as art.  It's not easy to get in front of a microphone and have a deeply connecting conversation with someone who isn't in the room.  Without creating that connection, the acting sounds hollow and fake.  Add to that, for commercials, talking about something you could care less about (Say, Coors beer or a car you would never drive or a store you would never shop in) and make it sound convincingly great, takes real talent.</p></htmltext>
<tokenext>Having played both ME and ME2 , and done a stint as a voice actor , I actually found the voices to be a little wooden .
Now , that 's not entirely a problem with the actor ; they could be reading the line exactly as they 're being told to.It also has to do with both : The Writers - for ME , the conversation options are somewhat circular ; you come back to the same points , so even if the conversation took a bad turn with an NPC , when you exit the conversation that NPC may still say " Cheerio !
" even though they were pissed a second ago .
Does n't happen in real life.The Producers - the folks who ( often ) sit in the recording booth with the engineer while the actor reads the lines , to make sure they 're done right .
If a character says , " Fine .
" - are they fed up and trying to end the conversation , or did they just see someone who looks attractive ?
If the producer does n't know where the writers were coming from , they will misdirect the actor .
This is further complicated by the circuitous conversations that occur in games like Mass Effect.As far as professions go , acting is certainly as art .
It 's not easy to get in front of a microphone and have a deeply connecting conversation with someone who is n't in the room .
Without creating that connection , the acting sounds hollow and fake .
Add to that , for commercials , talking about something you could care less about ( Say , Coors beer or a car you would never drive or a store you would never shop in ) and make it sound convincingly great , takes real talent .</tokentext>
<sentencetext>Having played both ME and ME2, and done a stint as a voice actor, I actually found the voices to be a little wooden.
Now, that's not entirely a problem with the actor; they could be reading the line exactly as they're being told to.It also has to do with both:The Writers - for ME, the conversation options are somewhat circular; you come back to the same points, so even if the conversation took a bad turn with an NPC, when you exit the conversation that NPC may still say "Cheerio!
" even though they were pissed a second ago.
Doesn't happen in real life.The Producers - the folks who (often) sit in the recording booth with the engineer while the actor reads the lines, to make sure they're done right.
If a character says, "Fine.
" - are they fed up and trying to end the conversation, or did they just see someone who looks attractive?
If the producer doesn't know where the writers were coming from, they will misdirect the actor.
This is further complicated by the circuitous conversations that occur in games like Mass Effect.As far as professions go, acting is certainly as art.
It's not easy to get in front of a microphone and have a deeply connecting conversation with someone who isn't in the room.
Without creating that connection, the acting sounds hollow and fake.
Add to that, for commercials, talking about something you could care less about (Say, Coors beer or a car you would never drive or a store you would never shop in) and make it sound convincingly great, takes real talent.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506696</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506752</id>
	<title>Re:Like the games themselves</title>
	<author>Anonymous</author>
	<datestamp>1268830200000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>0</modscore>
	<htmltext><p>just like software translations. Sames process, same bad quality!</p></htmltext>
<tokenext>just like software translations .
Sames process , same bad quality !</tokentext>
<sentencetext>just like software translations.
Sames process, same bad quality!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506430</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507692</id>
	<title>Legacy of Kain</title>
	<author>MoNsTeR</author>
	<datestamp>1268837220000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>Which of course is why basically linear games can have excellent voice acting.  And by this of course I mean Blood Omen, Soul Reaver, and their sequels, which to this day have the best voice acting in any game ever made.  I mean, just watch the intro to Soul Reaver, and play the first 10 minutes of the game, and compare that to more recent rot like Final Fantasy 10 and up, the Metal Gear Solid series, and even Modern Warfare 2 (which is good, but not the equal of, say, SR2).</p></htmltext>
<tokenext>Which of course is why basically linear games can have excellent voice acting .
And by this of course I mean Blood Omen , Soul Reaver , and their sequels , which to this day have the best voice acting in any game ever made .
I mean , just watch the intro to Soul Reaver , and play the first 10 minutes of the game , and compare that to more recent rot like Final Fantasy 10 and up , the Metal Gear Solid series , and even Modern Warfare 2 ( which is good , but not the equal of , say , SR2 ) .</tokentext>
<sentencetext>Which of course is why basically linear games can have excellent voice acting.
And by this of course I mean Blood Omen, Soul Reaver, and their sequels, which to this day have the best voice acting in any game ever made.
I mean, just watch the intro to Soul Reaver, and play the first 10 minutes of the game, and compare that to more recent rot like Final Fantasy 10 and up, the Metal Gear Solid series, and even Modern Warfare 2 (which is good, but not the equal of, say, SR2).</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508710</id>
	<title>Re:Wing Commander II</title>
	<author>Fnkmaster</author>
	<datestamp>1268841660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>And I remember the voice acting in Wing Commander (don't remember which one specifically) because they had Mark Hamill (AKA Luke Skywalker) doing voice work for it.  It was memorable in a time when the idea of a real actor, even a has-been, in a video game was sort of mind-blowing.</p></htmltext>
<tokenext>And I remember the voice acting in Wing Commander ( do n't remember which one specifically ) because they had Mark Hamill ( AKA Luke Skywalker ) doing voice work for it .
It was memorable in a time when the idea of a real actor , even a has-been , in a video game was sort of mind-blowing .</tokentext>
<sentencetext>And I remember the voice acting in Wing Commander (don't remember which one specifically) because they had Mark Hamill (AKA Luke Skywalker) doing voice work for it.
It was memorable in a time when the idea of a real actor, even a has-been, in a video game was sort of mind-blowing.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506506</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508784</id>
	<title>Re:How about fixing accents?</title>
	<author>stewbacca</author>
	<datestamp>1268841960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You spelled "minimise" wrong...oh wait...</p></htmltext>
<tokenext>You spelled " minimise " wrong...oh wait.. .</tokentext>
<sentencetext>You spelled "minimise" wrong...oh wait...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506604</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511574</id>
	<title>Re:It's not just the voice acting</title>
	<author>Blakey Rat</author>
	<datestamp>1268851080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Prince of Persia (2008) had a writer-- it didn't help. The story was awful, and the incidental dialog was mind-numbingly worse-than-awful. If I were him, I sure as hell would have been credited as Alan Smithee.</p><p>(Either that or purposefully made so awful that it becomes surreal-- and you're actually thinking to yourself, "maybe medieval Persians really did speak like 1990s Californian surfers!)</p></htmltext>
<tokenext>Prince of Persia ( 2008 ) had a writer-- it did n't help .
The story was awful , and the incidental dialog was mind-numbingly worse-than-awful .
If I were him , I sure as hell would have been credited as Alan Smithee .
( Either that or purposefully made so awful that it becomes surreal-- and you 're actually thinking to yourself , " maybe medieval Persians really did speak like 1990s Californian surfers !
)</tokentext>
<sentencetext>Prince of Persia (2008) had a writer-- it didn't help.
The story was awful, and the incidental dialog was mind-numbingly worse-than-awful.
If I were him, I sure as hell would have been credited as Alan Smithee.
(Either that or purposefully made so awful that it becomes surreal-- and you're actually thinking to yourself, "maybe medieval Persians really did speak like 1990s Californian surfers!
)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506534</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507810</id>
	<title>hmmm</title>
	<author>Anonymous</author>
	<datestamp>1268837760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>At least games don't use the developers and their friends' voices anymore.  Good grief that was painful to listen to.  Like the guards in Thief.</htmltext>
<tokenext>At least games do n't use the developers and their friends ' voices anymore .
Good grief that was painful to listen to .
Like the guards in Thief .</tokentext>
<sentencetext>At least games don't use the developers and their friends' voices anymore.
Good grief that was painful to listen to.
Like the guards in Thief.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506616</id>
	<title>Re:How about just not having voice acting?</title>
	<author>crocodill</author>
	<datestamp>1268829060000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext><p>What is the problem with reading the sub-titles on the screen? I remember silent film characters "sounding" a lot better in my head before voice acting started. This is especially relevant for the teletubbies. I guess I don't mind in an action movie if the characters are voice acted so that it doesn't tear you away from the action but for the teletubbies and slower programs I'd much prefer to just read the script.</p></htmltext>
<tokenext>What is the problem with reading the sub-titles on the screen ?
I remember silent film characters " sounding " a lot better in my head before voice acting started .
This is especially relevant for the teletubbies .
I guess I do n't mind in an action movie if the characters are voice acted so that it does n't tear you away from the action but for the teletubbies and slower programs I 'd much prefer to just read the script .</tokentext>
<sentencetext>What is the problem with reading the sub-titles on the screen?
I remember silent film characters "sounding" a lot better in my head before voice acting started.
This is especially relevant for the teletubbies.
I guess I don't mind in an action movie if the characters are voice acted so that it doesn't tear you away from the action but for the teletubbies and slower programs I'd much prefer to just read the script.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506950</id>
	<title>Re:Like the games themselves</title>
	<author>Rogerborg</author>
	<datestamp>1268832120000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext>Yup.  There's nothing stopping developers from doing it well - look at the GTA3+ series games.  Even after completing San Andreas multiple times, I still laughed milk out my nose when CJ unexpectedly blurted out "<em>I hate gravity!</em>" on what must have been the thousandth time I cycled him off a cliff.  Sheer class.</htmltext>
<tokenext>Yup .
There 's nothing stopping developers from doing it well - look at the GTA3 + series games .
Even after completing San Andreas multiple times , I still laughed milk out my nose when CJ unexpectedly blurted out " I hate gravity !
" on what must have been the thousandth time I cycled him off a cliff .
Sheer class .</tokentext>
<sentencetext>Yup.
There's nothing stopping developers from doing it well - look at the GTA3+ series games.
Even after completing San Andreas multiple times, I still laughed milk out my nose when CJ unexpectedly blurted out "I hate gravity!
" on what must have been the thousandth time I cycled him off a cliff.
Sheer class.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506430</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31510244</id>
	<title>Not true, actually</title>
	<author>Moraelin</author>
	<datestamp>1268847540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Actually, it seems to me like a pretty good solution existed for a long time. Just because some developers are too stupid to figure it out, doesn't mean they need to be given twice the money.</p><p>If you look for example at the texts in some games (e.g., Bioware games, but also, say, in Vampire Bloodlines), you'll notice that they include a lot of hints to the voice actors that aren't displayed. You as the player might only see, a text like "But that's not what I meant! geesh!" but the actual text in the resource files would be something more like "{irritated voice}But that's not what I meant!{with emphasis on "meant"}{sighs}{more silently to himself}geesh!". The game just filters out the parts between curly braces, but the voice actors would have right there what emotions they have to put in that voice acting.</p><p>So it seems to me like all that TFA says is that some devs/publishers simply haven't figured out that a text that says "But that's not what I meant! geesh!" doesn't have to be delivered exactly like that to the actors too.</p></htmltext>
<tokenext>Actually , it seems to me like a pretty good solution existed for a long time .
Just because some developers are too stupid to figure it out , does n't mean they need to be given twice the money.If you look for example at the texts in some games ( e.g. , Bioware games , but also , say , in Vampire Bloodlines ) , you 'll notice that they include a lot of hints to the voice actors that are n't displayed .
You as the player might only see , a text like " But that 's not what I meant !
geesh ! " but the actual text in the resource files would be something more like " { irritated voice } But that 's not what I meant !
{ with emphasis on " meant " } { sighs } { more silently to himself } geesh ! " .
The game just filters out the parts between curly braces , but the voice actors would have right there what emotions they have to put in that voice acting.So it seems to me like all that TFA says is that some devs/publishers simply have n't figured out that a text that says " But that 's not what I meant !
geesh ! " does n't have to be delivered exactly like that to the actors too .</tokentext>
<sentencetext>Actually, it seems to me like a pretty good solution existed for a long time.
Just because some developers are too stupid to figure it out, doesn't mean they need to be given twice the money.If you look for example at the texts in some games (e.g., Bioware games, but also, say, in Vampire Bloodlines), you'll notice that they include a lot of hints to the voice actors that aren't displayed.
You as the player might only see, a text like "But that's not what I meant!
geesh!" but the actual text in the resource files would be something more like "{irritated voice}But that's not what I meant!
{with emphasis on "meant"}{sighs}{more silently to himself}geesh!".
The game just filters out the parts between curly braces, but the voice actors would have right there what emotions they have to put in that voice acting.So it seems to me like all that TFA says is that some devs/publishers simply haven't figured out that a text that says "But that's not what I meant!
geesh!" doesn't have to be delivered exactly like that to the actors too.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506520</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508672</id>
	<title>Re:How about just not having voice acting?</title>
	<author>Hatta</author>
	<datestamp>1268841480000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Yes, very much so.  Who bothers to sit around and listen to all the dialog anyway?  It takes longer to listen to a character read several lines of dialog than it does to read the subtitles, so I just read the subtitles and get back to the game.</p></htmltext>
<tokenext>Yes , very much so .
Who bothers to sit around and listen to all the dialog anyway ?
It takes longer to listen to a character read several lines of dialog than it does to read the subtitles , so I just read the subtitles and get back to the game .</tokentext>
<sentencetext>Yes, very much so.
Who bothers to sit around and listen to all the dialog anyway?
It takes longer to listen to a character read several lines of dialog than it does to read the subtitles, so I just read the subtitles and get back to the game.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511354</id>
	<title>Re:Like the games themselves</title>
	<author>Blakey Rat</author>
	<datestamp>1268850420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><i>Voice acting is a very important component for making an immersive game, but you also have to have a good script.</i></p><p>Yup!</p><p>Compare Prince of Persia: The Sands of Time with Prince of Persia (2008). The voice acting in the latter is passable, but frankly-- nothing could have saved that awful writing and that awful cliche-ridden story.</p></htmltext>
<tokenext>Voice acting is a very important component for making an immersive game , but you also have to have a good script.Yup ! Compare Prince of Persia : The Sands of Time with Prince of Persia ( 2008 ) .
The voice acting in the latter is passable , but frankly-- nothing could have saved that awful writing and that awful cliche-ridden story .</tokentext>
<sentencetext>Voice acting is a very important component for making an immersive game, but you also have to have a good script.Yup!Compare Prince of Persia: The Sands of Time with Prince of Persia (2008).
The voice acting in the latter is passable, but frankly-- nothing could have saved that awful writing and that awful cliche-ridden story.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506622</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31520998</id>
	<title>Re:Like the games themselves</title>
	<author>Phoghat</author>
	<datestamp>1268917260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Yadda, Yadda, Yadda. But it must pay pretty well</htmltext>
<tokenext>Yadda , Yadda , Yadda .
But it must pay pretty well</tokentext>
<sentencetext>Yadda, Yadda, Yadda.
But it must pay pretty well</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506430</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508406</id>
	<title>Jill take this ...</title>
	<author>Anonymous</author>
	<datestamp>1268840400000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>"You might find this useful being the master of unlocking" - Resident Evil 1</p></htmltext>
<tokenext>" You might find this useful being the master of unlocking " - Resident Evil 1</tokentext>
<sentencetext>"You might find this useful being the master of unlocking" - Resident Evil 1</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31513474</id>
	<title>The real problem...</title>
	<author>Yunzil</author>
	<datestamp>1268856840000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Is when the developer blows the voice budget on a couple famous names, leaving the rest of the game voiced by the same 3 people.  See also: Oblivion.</p></htmltext>
<tokenext>Is when the developer blows the voice budget on a couple famous names , leaving the rest of the game voiced by the same 3 people .
See also : Oblivion .</tokentext>
<sentencetext>Is when the developer blows the voice budget on a couple famous names, leaving the rest of the game voiced by the same 3 people.
See also: Oblivion.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507112</id>
	<title>Re:Like the games themselves</title>
	<author>paziek</author>
	<datestamp>1268833440000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>In Polish version of Bad Company EA hired good actors, that did excellent job. Its one of those rare things that EA actually have well done.<br>I guess it all depends on how important voice acting is for the game, and how much budged you spend on it. I guess there wasn't all that much voice acting in BFBC2 comparing it to some RPG game, but its obvious that this had some effect - I installed EN version and got English voices, but my friend keeps nagging me to switch to PL and check out its awesomeness! I only saw samples during production, but can agree on this.</p></htmltext>
<tokenext>In Polish version of Bad Company EA hired good actors , that did excellent job .
Its one of those rare things that EA actually have well done.I guess it all depends on how important voice acting is for the game , and how much budged you spend on it .
I guess there was n't all that much voice acting in BFBC2 comparing it to some RPG game , but its obvious that this had some effect - I installed EN version and got English voices , but my friend keeps nagging me to switch to PL and check out its awesomeness !
I only saw samples during production , but can agree on this .</tokentext>
<sentencetext>In Polish version of Bad Company EA hired good actors, that did excellent job.
Its one of those rare things that EA actually have well done.I guess it all depends on how important voice acting is for the game, and how much budged you spend on it.
I guess there wasn't all that much voice acting in BFBC2 comparing it to some RPG game, but its obvious that this had some effect - I installed EN version and got English voices, but my friend keeps nagging me to switch to PL and check out its awesomeness!
I only saw samples during production, but can agree on this.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506622</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508700</id>
	<title>Re:Left click</title>
	<author>kalirion</author>
	<datestamp>1268841600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>While I agree that unskippable cut-scenes are an atrocious, there are many of us who actually [i]like[/i] stories in our game.  Why do you think Prince of Persia: Sands of Time is widely considered to be better than its two sequels?  It's not the gameplay!</p></htmltext>
<tokenext>While I agree that unskippable cut-scenes are an atrocious , there are many of us who actually [ i ] like [ /i ] stories in our game .
Why do you think Prince of Persia : Sands of Time is widely considered to be better than its two sequels ?
It 's not the gameplay !</tokentext>
<sentencetext>While I agree that unskippable cut-scenes are an atrocious, there are many of us who actually [i]like[/i] stories in our game.
Why do you think Prince of Persia: Sands of Time is widely considered to be better than its two sequels?
It's not the gameplay!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506482</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31530102</id>
	<title>Re:There are exceptions...</title>
	<author>Rallion</author>
	<datestamp>1268911920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>That was probably my single favorite line in Uncharted 2, and what I've realized about it is that it doesn't really work in text. It was only funny because it was delivered really, really well.</p></htmltext>
<tokenext>That was probably my single favorite line in Uncharted 2 , and what I 've realized about it is that it does n't really work in text .
It was only funny because it was delivered really , really well .</tokentext>
<sentencetext>That was probably my single favorite line in Uncharted 2, and what I've realized about it is that it doesn't really work in text.
It was only funny because it was delivered really, really well.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508964</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508868</id>
	<title>Re:Jason?</title>
	<author>nacturation</author>
	<datestamp>1268842380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I was about to post the same.  The voice acting for the father is decent, but comes across as an actor rather than a father.  And the shopping mall "JAYson... JAYson" stilted lines?  Ugh... that line should've been redone.</p></htmltext>
<tokenext>I was about to post the same .
The voice acting for the father is decent , but comes across as an actor rather than a father .
And the shopping mall " JAYson... JAYson " stilted lines ?
Ugh... that line should 've been redone .</tokentext>
<sentencetext>I was about to post the same.
The voice acting for the father is decent, but comes across as an actor rather than a father.
And the shopping mall "JAYson... JAYson" stilted lines?
Ugh... that line should've been redone.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506592</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507014</id>
	<title>Re:How about just not having voice acting?</title>
	<author>delinear</author>
	<datestamp>1268832600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Alternatively have them record their lines then play through the key scenes so they get a feel for how their character should be emoting and re-record where necessary (and usually it's only one or two places where the emphasis is placed on the wrong word). The reality is that this all comes down to money - the reason voice acting in games sucks is that actors are brought in, they sit in a booth and read ten pages of lines then they go. If they had to be properly directed or involved or rewored their lines it would cost a lot more which means you can't afford to have $CELEB\_A\_LIST plastered on your marketing. There are enough total on-rails games with sucky dialogue to instantly disprove the "alternative interactions spoiling the acting flow" excuse.</htmltext>
<tokenext>Alternatively have them record their lines then play through the key scenes so they get a feel for how their character should be emoting and re-record where necessary ( and usually it 's only one or two places where the emphasis is placed on the wrong word ) .
The reality is that this all comes down to money - the reason voice acting in games sucks is that actors are brought in , they sit in a booth and read ten pages of lines then they go .
If they had to be properly directed or involved or rewored their lines it would cost a lot more which means you ca n't afford to have $ CELEB \ _A \ _LIST plastered on your marketing .
There are enough total on-rails games with sucky dialogue to instantly disprove the " alternative interactions spoiling the acting flow " excuse .</tokentext>
<sentencetext>Alternatively have them record their lines then play through the key scenes so they get a feel for how their character should be emoting and re-record where necessary (and usually it's only one or two places where the emphasis is placed on the wrong word).
The reality is that this all comes down to money - the reason voice acting in games sucks is that actors are brought in, they sit in a booth and read ten pages of lines then they go.
If they had to be properly directed or involved or rewored their lines it would cost a lot more which means you can't afford to have $CELEB\_A\_LIST plastered on your marketing.
There are enough total on-rails games with sucky dialogue to instantly disprove the "alternative interactions spoiling the acting flow" excuse.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507322</id>
	<title>start with the basics</title>
	<author>fish waffle</author>
	<datestamp>1268835120000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>Games have improved tremendously in this respect over the last few years.  Using the narrative context more so it's not just a collection of spoken phrases cut-and-paste together would help a lot.  But you know, there's some even more basic problems remain:</p><p>1) Use the same actor for the same character. Always.  If you need to re-record or add more dialogue, and your original actor isn't available, then live without or re-record everything.</p><p>2) Record the sound in the same place, or use a standard background sound.  It is disconcerting when the recording quality and background noise changes between sentences.</p><p>3) Tell your voice actors not to replicate the errors in the text.  Convince them they are voice actors, not just fleshy text-to-speech translators.</p><p>4) If your voice actors attempt to mimic strong accents of any form, beat them.</p></htmltext>
<tokenext>Games have improved tremendously in this respect over the last few years .
Using the narrative context more so it 's not just a collection of spoken phrases cut-and-paste together would help a lot .
But you know , there 's some even more basic problems remain : 1 ) Use the same actor for the same character .
Always. If you need to re-record or add more dialogue , and your original actor is n't available , then live without or re-record everything.2 ) Record the sound in the same place , or use a standard background sound .
It is disconcerting when the recording quality and background noise changes between sentences.3 ) Tell your voice actors not to replicate the errors in the text .
Convince them they are voice actors , not just fleshy text-to-speech translators.4 ) If your voice actors attempt to mimic strong accents of any form , beat them .</tokentext>
<sentencetext>Games have improved tremendously in this respect over the last few years.
Using the narrative context more so it's not just a collection of spoken phrases cut-and-paste together would help a lot.
But you know, there's some even more basic problems remain:1) Use the same actor for the same character.
Always.  If you need to re-record or add more dialogue, and your original actor isn't available, then live without or re-record everything.2) Record the sound in the same place, or use a standard background sound.
It is disconcerting when the recording quality and background noise changes between sentences.3) Tell your voice actors not to replicate the errors in the text.
Convince them they are voice actors, not just fleshy text-to-speech translators.4) If your voice actors attempt to mimic strong accents of any form, beat them.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508536</id>
	<title>computer-generated voices?</title>
	<author>Anonymous</author>
	<datestamp>1268840940000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>What about doing what was done with the graphics, and use computers to generate the voices?  Why are we happy with computer-generated characters, but insist that they have live-actor voices?  It's time for text-to-speech technology to catch up with computer graphics.</p></htmltext>
<tokenext>What about doing what was done with the graphics , and use computers to generate the voices ?
Why are we happy with computer-generated characters , but insist that they have live-actor voices ?
It 's time for text-to-speech technology to catch up with computer graphics .</tokentext>
<sentencetext>What about doing what was done with the graphics, and use computers to generate the voices?
Why are we happy with computer-generated characters, but insist that they have live-actor voices?
It's time for text-to-speech technology to catch up with computer graphics.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507468</id>
	<title>Instead of whining</title>
	<author>Anonymous</author>
	<datestamp>1268835900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Let's talk about some voice acting we liked.</p><p>My favorite example of voice acting is Bioshock.  Withing that my favorite is Armin Shimerman.</p><p><a href="http://www.imdb.com/name/nm0001734/" title="imdb.com">http://www.imdb.com/name/nm0001734/</a> [imdb.com]<br><a href="http://www.imdb.com/title/tt1094581/" title="imdb.com">http://www.imdb.com/title/tt1094581/</a> [imdb.com]<br><a href="http://www.youtube.com/watch?v=FEjqY3\_bCDk" title="youtube.com">http://www.youtube.com/watch?v=FEjqY3\_bCDk</a> [youtube.com]</p><p>His speech at the beginning of the game gave me chills.</p></htmltext>
<tokenext>Let 's talk about some voice acting we liked.My favorite example of voice acting is Bioshock .
Withing that my favorite is Armin Shimerman.http : //www.imdb.com/name/nm0001734/ [ imdb.com ] http : //www.imdb.com/title/tt1094581/ [ imdb.com ] http : //www.youtube.com/watch ? v = FEjqY3 \ _bCDk [ youtube.com ] His speech at the beginning of the game gave me chills .</tokentext>
<sentencetext>Let's talk about some voice acting we liked.My favorite example of voice acting is Bioshock.
Withing that my favorite is Armin Shimerman.http://www.imdb.com/name/nm0001734/ [imdb.com]http://www.imdb.com/title/tt1094581/ [imdb.com]http://www.youtube.com/watch?v=FEjqY3\_bCDk [youtube.com]His speech at the beginning of the game gave me chills.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507668</id>
	<title>Not convincing</title>
	<author>Inconexo</author>
	<datestamp>1268837160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It doesn't explain why cutscenes, as static as movies, are equally bad dubbed. At least in spanish dubs, I am not usually able to distinguish an English bad dubs.</htmltext>
<tokenext>It does n't explain why cutscenes , as static as movies , are equally bad dubbed .
At least in spanish dubs , I am not usually able to distinguish an English bad dubs .</tokentext>
<sentencetext>It doesn't explain why cutscenes, as static as movies, are equally bad dubbed.
At least in spanish dubs, I am not usually able to distinguish an English bad dubs.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506482</id>
	<title>Left click</title>
	<author>Threni</author>
	<datestamp>1268827680000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>solves that problem.  Left click...left click...left click.....ooh, I can play the game now - cool!</p><p>Note to developers:  I play games to avoid having to watch tv (along with all the hackneyed plots, poor acting, terrible dialogue etc), not so I can experience more of it.</p></htmltext>
<tokenext>solves that problem .
Left click...left click...left click.....ooh , I can play the game now - cool ! Note to developers : I play games to avoid having to watch tv ( along with all the hackneyed plots , poor acting , terrible dialogue etc ) , not so I can experience more of it .</tokentext>
<sentencetext>solves that problem.
Left click...left click...left click.....ooh, I can play the game now - cool!Note to developers:  I play games to avoid having to watch tv (along with all the hackneyed plots, poor acting, terrible dialogue etc), not so I can experience more of it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31518104</id>
	<title>I already pay $100 per game you insensitive clod.</title>
	<author>mjwx</author>
	<datestamp>1268837760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I live in Australia, with the strength of the AUD I can import games for half the price. Why is it I have to pay between US$75 and US$110 for games locally (if anyone says tax and distance I will shoot them, GST is the only tax applied to digital media which is  10\% and I can fed ex a game from the US for less then US$20, scale of economy tells me when I move 1000 units it is significantly cheaper per unit).<br> <br>

Also this is FUD, if big publishers spent less on marketing (paid off reviews, hiring out expensive Vagas hotel rooms for demo's, blitz TV/Print/Web advertising) and stopped hiring superstar developers who really add nothing (Bleszinski, Kojima, Molyneux) there would be plenty of room in the budget for a decent script writer and professional voice actors. Plenty of low budget games have better voice acting then big budget games because they put their money into voice actors (by the same token, more then a few big budget games did the same and got similar results, strange that).</htmltext>
<tokenext>I live in Australia , with the strength of the AUD I can import games for half the price .
Why is it I have to pay between US $ 75 and US $ 110 for games locally ( if anyone says tax and distance I will shoot them , GST is the only tax applied to digital media which is 10 \ % and I can fed ex a game from the US for less then US $ 20 , scale of economy tells me when I move 1000 units it is significantly cheaper per unit ) .
Also this is FUD , if big publishers spent less on marketing ( paid off reviews , hiring out expensive Vagas hotel rooms for demo 's , blitz TV/Print/Web advertising ) and stopped hiring superstar developers who really add nothing ( Bleszinski , Kojima , Molyneux ) there would be plenty of room in the budget for a decent script writer and professional voice actors .
Plenty of low budget games have better voice acting then big budget games because they put their money into voice actors ( by the same token , more then a few big budget games did the same and got similar results , strange that ) .</tokentext>
<sentencetext>I live in Australia, with the strength of the AUD I can import games for half the price.
Why is it I have to pay between US$75 and US$110 for games locally (if anyone says tax and distance I will shoot them, GST is the only tax applied to digital media which is  10\% and I can fed ex a game from the US for less then US$20, scale of economy tells me when I move 1000 units it is significantly cheaper per unit).
Also this is FUD, if big publishers spent less on marketing (paid off reviews, hiring out expensive Vagas hotel rooms for demo's, blitz TV/Print/Web advertising) and stopped hiring superstar developers who really add nothing (Bleszinski, Kojima, Molyneux) there would be plenty of room in the budget for a decent script writer and professional voice actors.
Plenty of low budget games have better voice acting then big budget games because they put their money into voice actors (by the same token, more then a few big budget games did the same and got similar results, strange that).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506520</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31510168</id>
	<title>Needs more Chaos Wars</title>
	<author>Dwedit</author>
	<datestamp>1268847300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>How do we have a thread about Bad Video Game Voice acting and not mention <a href="http://www.youtube.com/watch?v=bangt7d9vGA&amp;fmt=18" title="youtube.com">Chaos Wars</a> [youtube.com]?</p></htmltext>
<tokenext>How do we have a thread about Bad Video Game Voice acting and not mention Chaos Wars [ youtube.com ] ?</tokentext>
<sentencetext>How do we have a thread about Bad Video Game Voice acting and not mention Chaos Wars [youtube.com]?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508212</id>
	<title>Re:Final Fantasy XIII</title>
	<author>revlayle</author>
	<datestamp>1268839680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Also FXIII is probably pretty linear compared to many western RPG or open-world titles.  The dialog can be more refined and less bits of choppy elements (barring all the "poke every retard in town and see what one-liner they give you" dialog lines seemingly present in every single RPG ever)</htmltext>
<tokenext>Also FXIII is probably pretty linear compared to many western RPG or open-world titles .
The dialog can be more refined and less bits of choppy elements ( barring all the " poke every retard in town and see what one-liner they give you " dialog lines seemingly present in every single RPG ever )</tokentext>
<sentencetext>Also FXIII is probably pretty linear compared to many western RPG or open-world titles.
The dialog can be more refined and less bits of choppy elements (barring all the "poke every retard in town and see what one-liner they give you" dialog lines seemingly present in every single RPG ever)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506584</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31512508</id>
	<title>Re:start with the basics</title>
	<author>CopaceticOpus</author>
	<datestamp>1268853660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Another problem to be addressed is repetitive quotes. These are not lines from cut scenes, but rather lines that are triggered based on game actions. For example, a sidekick who says "nice shot" or "they're everywhere" in response to the action.</p><p>If the game is a shooting game, those lines will be repeated many times, and this really takes away from the sense of immersion. It sounds like an audio clip, not like a genuine comment.</p><p>The way to handle this is to include many takes that mean the same thing, and cycle through them. I don't mean to cycle through 3-5 lines, I mean to cycle through 50-100. Some of those lines might be the same words, just spoken with slightly different timing, but they need to feel unique.</p></htmltext>
<tokenext>Another problem to be addressed is repetitive quotes .
These are not lines from cut scenes , but rather lines that are triggered based on game actions .
For example , a sidekick who says " nice shot " or " they 're everywhere " in response to the action.If the game is a shooting game , those lines will be repeated many times , and this really takes away from the sense of immersion .
It sounds like an audio clip , not like a genuine comment.The way to handle this is to include many takes that mean the same thing , and cycle through them .
I do n't mean to cycle through 3-5 lines , I mean to cycle through 50-100 .
Some of those lines might be the same words , just spoken with slightly different timing , but they need to feel unique .</tokentext>
<sentencetext>Another problem to be addressed is repetitive quotes.
These are not lines from cut scenes, but rather lines that are triggered based on game actions.
For example, a sidekick who says "nice shot" or "they're everywhere" in response to the action.If the game is a shooting game, those lines will be repeated many times, and this really takes away from the sense of immersion.
It sounds like an audio clip, not like a genuine comment.The way to handle this is to include many takes that mean the same thing, and cycle through them.
I don't mean to cycle through 3-5 lines, I mean to cycle through 50-100.
Some of those lines might be the same words, just spoken with slightly different timing, but they need to feel unique.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507322</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506472</id>
	<title>The direction sounds like it needs work</title>
	<author>myocardialinfarction</author>
	<datestamp>1268827500000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext>As the legendary tape of Orson Welles walking out of the 'All Your Base' recording proves.</htmltext>
<tokenext>As the legendary tape of Orson Welles walking out of the 'All Your Base ' recording proves .</tokentext>
<sentencetext>As the legendary tape of Orson Welles walking out of the 'All Your Base' recording proves.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507424</id>
	<title>Re:Award for all-time worst voice acting goes to..</title>
	<author>Anonymous</author>
	<datestamp>1268835660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Considering he's supposed to the the daedra prince of madness, I'd say it was probably deliberate. That doesn't excuse the bad voice acting in - well, pretty much all the rest of Oblivion, really.</p></htmltext>
<tokenext>Considering he 's supposed to the the daedra prince of madness , I 'd say it was probably deliberate .
That does n't excuse the bad voice acting in - well , pretty much all the rest of Oblivion , really .</tokentext>
<sentencetext>Considering he's supposed to the the daedra prince of madness, I'd say it was probably deliberate.
That doesn't excuse the bad voice acting in - well, pretty much all the rest of Oblivion, really.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506690</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507874</id>
	<title>Re:How about just not having voice acting?</title>
	<author>VGPowerlord</author>
	<datestamp>1268838060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I don't know... Earl Boen as LeChuck in the Monkey Island games is pretty good.  Although LeChuck doesn't have that many lines in the first game's remix.  He has more in the second game, but only in cutscenes until right before the end of the game; the special edition of MI2 was just announced, so we'll see how well that works.</p></htmltext>
<tokenext>I do n't know... Earl Boen as LeChuck in the Monkey Island games is pretty good .
Although LeChuck does n't have that many lines in the first game 's remix .
He has more in the second game , but only in cutscenes until right before the end of the game ; the special edition of MI2 was just announced , so we 'll see how well that works .</tokentext>
<sentencetext>I don't know... Earl Boen as LeChuck in the Monkey Island games is pretty good.
Although LeChuck doesn't have that many lines in the first game's remix.
He has more in the second game, but only in cutscenes until right before the end of the game; the special edition of MI2 was just announced, so we'll see how well that works.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506710</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506520</id>
	<title>Want to pay $100 per game?</title>
	<author>Anonymous</author>
	<datestamp>1268828040000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>1</modscore>
	<htmltext><p>That's what it's going to cost to deliver across the board AAA assets consistantly in games.</p></htmltext>
<tokenext>That 's what it 's going to cost to deliver across the board AAA assets consistantly in games .</tokentext>
<sentencetext>That's what it's going to cost to deliver across the board AAA assets consistantly in games.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31512920</id>
	<title>Don't call it Directing</title>
	<author>lesv</author>
	<datestamp>1268854860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It's really not the actors fault if they can't do any script analysis and create a performance.  It's the directors job to get a good performance out of an actor.  You hire folks who can do it, and you don't keep something until you've got what you want.  If they guy 'directing' isn't doing quality control, no one is.  It just sounds like there isn't yet consumer demand for quality acting, or the companies would fix this.</htmltext>
<tokenext>It 's really not the actors fault if they ca n't do any script analysis and create a performance .
It 's the directors job to get a good performance out of an actor .
You hire folks who can do it , and you do n't keep something until you 've got what you want .
If they guy 'directing ' is n't doing quality control , no one is .
It just sounds like there is n't yet consumer demand for quality acting , or the companies would fix this .</tokentext>
<sentencetext>It's really not the actors fault if they can't do any script analysis and create a performance.
It's the directors job to get a good performance out of an actor.
You hire folks who can do it, and you don't keep something until you've got what you want.
If they guy 'directing' isn't doing quality control, no one is.
It just sounds like there isn't yet consumer demand for quality acting, or the companies would fix this.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506818</id>
	<title>Re:Japan begs to differ</title>
	<author>Anonymous</author>
	<datestamp>1268830980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>don't know about hentai but the same people also act in anime and games. the pool of voice actors is larger than it is in the states.</p></htmltext>
<tokenext>do n't know about hentai but the same people also act in anime and games .
the pool of voice actors is larger than it is in the states .</tokentext>
<sentencetext>don't know about hentai but the same people also act in anime and games.
the pool of voice actors is larger than it is in the states.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506588</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508048</id>
	<title>Re:Final Fantasy XIII</title>
	<author>Anonymous</author>
	<datestamp>1268839020000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'm not too bothered by the acting.  I find it pretty good, actually. But the lips often don't match up, and what's with all the "unh", "ahh", etc. grunting and pouting noises?  That's the part that really annoys me.  It's like the characters do that instead of possible lines of dialog.  "Let's write this whole section in grunts so we don't have to re-do it for the English market."</p></htmltext>
<tokenext>I 'm not too bothered by the acting .
I find it pretty good , actually .
But the lips often do n't match up , and what 's with all the " unh " , " ahh " , etc .
grunting and pouting noises ?
That 's the part that really annoys me .
It 's like the characters do that instead of possible lines of dialog .
" Let 's write this whole section in grunts so we do n't have to re-do it for the English market .
"</tokentext>
<sentencetext>I'm not too bothered by the acting.
I find it pretty good, actually.
But the lips often don't match up, and what's with all the "unh", "ahh", etc.
grunting and pouting noises?
That's the part that really annoys me.
It's like the characters do that instead of possible lines of dialog.
"Let's write this whole section in grunts so we don't have to re-do it for the English market.
"</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506584</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31517068</id>
	<title>Re:How about fixing accents?</title>
	<author>Anonymous</author>
	<datestamp>1268829540000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>To be fair, Commander Worf's head does look more like a fanny than a bum, so I think he got that one right.</p></htmltext>
<tokenext>To be fair , Commander Worf 's head does look more like a fanny than a bum , so I think he got that one right .</tokentext>
<sentencetext>To be fair, Commander Worf's head does look more like a fanny than a bum, so I think he got that one right.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507140</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507508</id>
	<title>Re:How about just not having voice acting?</title>
	<author>wjousts</author>
	<datestamp>1268836200000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext>No, not catching what a character said because of their stupid, highly affected accent and not being able to ask them to repeat it kills immersion. Not being able to interrupt the cliched wised old man character and tell him to cut the exposition and just get to the fucking point kills immersion.  Just turn the subtitles on and let me read it instead, or skip it altogether, especially if this isn't the first time I've play through this part.</htmltext>
<tokenext>No , not catching what a character said because of their stupid , highly affected accent and not being able to ask them to repeat it kills immersion .
Not being able to interrupt the cliched wised old man character and tell him to cut the exposition and just get to the fucking point kills immersion .
Just turn the subtitles on and let me read it instead , or skip it altogether , especially if this is n't the first time I 've play through this part .</tokentext>
<sentencetext>No, not catching what a character said because of their stupid, highly affected accent and not being able to ask them to repeat it kills immersion.
Not being able to interrupt the cliched wised old man character and tell him to cut the exposition and just get to the fucking point kills immersion.
Just turn the subtitles on and let me read it instead, or skip it altogether, especially if this isn't the first time I've play through this part.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506790</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506622</id>
	<title>Re:Like the games themselves</title>
	<author>somersault</author>
	<datestamp>1268829120000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>Brutal Legend was one game that I was thinking recently had some great voice acting, and it seems this guy was one of the voice actors in it<nobr> <wbr></nobr>:)</p><p>Voice acting is a very important component for making an immersive game, but you also have to have a good script. Was playing through Bad Company 2 in the last week and the script was awful compared to the first. Same great voice actors, but there was a sudden injection of swearing into every cut scene, and slightly less humour. I don't even have a problem with swearing in general (see Brutal Legend for details<nobr> <wbr></nobr>:) ), but after the first game having little to no swearing IIRC, it was out of place for those characters to be swearing like troopers all of a sudden. Despite being troopers.</p><p>There are a few games where you can tell that the actors had to record masses of dialog completely out of context - Oblivion for example has a <i>lot</i> of interactive voice dialog and the inflection in some of it can be rather iffy.</p></htmltext>
<tokenext>Brutal Legend was one game that I was thinking recently had some great voice acting , and it seems this guy was one of the voice actors in it : ) Voice acting is a very important component for making an immersive game , but you also have to have a good script .
Was playing through Bad Company 2 in the last week and the script was awful compared to the first .
Same great voice actors , but there was a sudden injection of swearing into every cut scene , and slightly less humour .
I do n't even have a problem with swearing in general ( see Brutal Legend for details : ) ) , but after the first game having little to no swearing IIRC , it was out of place for those characters to be swearing like troopers all of a sudden .
Despite being troopers.There are a few games where you can tell that the actors had to record masses of dialog completely out of context - Oblivion for example has a lot of interactive voice dialog and the inflection in some of it can be rather iffy .</tokentext>
<sentencetext>Brutal Legend was one game that I was thinking recently had some great voice acting, and it seems this guy was one of the voice actors in it :)Voice acting is a very important component for making an immersive game, but you also have to have a good script.
Was playing through Bad Company 2 in the last week and the script was awful compared to the first.
Same great voice actors, but there was a sudden injection of swearing into every cut scene, and slightly less humour.
I don't even have a problem with swearing in general (see Brutal Legend for details :) ), but after the first game having little to no swearing IIRC, it was out of place for those characters to be swearing like troopers all of a sudden.
Despite being troopers.There are a few games where you can tell that the actors had to record masses of dialog completely out of context - Oblivion for example has a lot of interactive voice dialog and the inflection in some of it can be rather iffy.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506430</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506980</id>
	<title>Why not put them in a story</title>
	<author>g00ey</author>
	<datestamp>1268832420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Instead of a list of spreadsheet lines, why not put together the lines into acts with continuous story-lines that give support for interaction and context? The acts may even be lined with content that may not be used in the end product just to make it easier for the actors to enter into the plots. Letting the actors interact with each other during the recording sessions may also be a way to improve the acting. That together with good direction ought to improve the results. Of course it requires good script writing and more time but I think it would be worth it.</htmltext>
<tokenext>Instead of a list of spreadsheet lines , why not put together the lines into acts with continuous story-lines that give support for interaction and context ?
The acts may even be lined with content that may not be used in the end product just to make it easier for the actors to enter into the plots .
Letting the actors interact with each other during the recording sessions may also be a way to improve the acting .
That together with good direction ought to improve the results .
Of course it requires good script writing and more time but I think it would be worth it .</tokentext>
<sentencetext>Instead of a list of spreadsheet lines, why not put together the lines into acts with continuous story-lines that give support for interaction and context?
The acts may even be lined with content that may not be used in the end product just to make it easier for the actors to enter into the plots.
Letting the actors interact with each other during the recording sessions may also be a way to improve the acting.
That together with good direction ought to improve the results.
Of course it requires good script writing and more time but I think it would be worth it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31525060</id>
	<title>Re:How about fixing accents?</title>
	<author>Anonymous</author>
	<datestamp>1268937660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Rule XX: A post complaining about grammar will have grammar mistakes.</p><p><div class="quote"><p>Case and point:</p> </div><p>I think you meant, "Case in point:"<br>--<br>My meta mistake is bothering to reply at all.</p></div>
	</htmltext>
<tokenext>Rule XX : A post complaining about grammar will have grammar mistakes.Case and point : I think you meant , " Case in point : " --My meta mistake is bothering to reply at all .</tokentext>
<sentencetext>Rule XX: A post complaining about grammar will have grammar mistakes.Case and point: I think you meant, "Case in point:"--My meta mistake is bothering to reply at all.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507140</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511202</id>
	<title>Re:It's not just the voice acting</title>
	<author>The End Of Days</author>
	<datestamp>1268850120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>It seems like there is a sizable contingent of the games industry that really, really wishes they were making movies instead.  The reason they aren't, obviously, is that they aren't actually good enough.  Thus, we get Uncharted foisted upon our hobby, and it is praised as having an amazing story and voice acting despite the fact that as a movie, it would be distinctly third rate, and probably go straight to video.</p><p>(I really liked Uncharted and the sequel, so back off, fanboys with mod points.)</p></htmltext>
<tokenext>It seems like there is a sizable contingent of the games industry that really , really wishes they were making movies instead .
The reason they are n't , obviously , is that they are n't actually good enough .
Thus , we get Uncharted foisted upon our hobby , and it is praised as having an amazing story and voice acting despite the fact that as a movie , it would be distinctly third rate , and probably go straight to video .
( I really liked Uncharted and the sequel , so back off , fanboys with mod points .
)</tokentext>
<sentencetext>It seems like there is a sizable contingent of the games industry that really, really wishes they were making movies instead.
The reason they aren't, obviously, is that they aren't actually good enough.
Thus, we get Uncharted foisted upon our hobby, and it is praised as having an amazing story and voice acting despite the fact that as a movie, it would be distinctly third rate, and probably go straight to video.
(I really liked Uncharted and the sequel, so back off, fanboys with mod points.
)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506534</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508800</id>
	<title>Re:How about just not having voice acting?</title>
	<author>Anonymous</author>
	<datestamp>1268842020000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Thank you for rewording the exact same point the summary put across.</p></htmltext>
<tokenext>Thank you for rewording the exact same point the summary put across .</tokentext>
<sentencetext>Thank you for rewording the exact same point the summary put across.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507014</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508514</id>
	<title>Re:Final Fantasy XIII</title>
	<author>dannycim</author>
	<datestamp>1268840880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I absolutely hate FFXIII for very many reasons except three: Gorgeous graphics, nice story and superb voice-acting.</p><p>It's not the process that makes VO bad, it all depends how much time and money you're willing to throw at it.</p></htmltext>
<tokenext>I absolutely hate FFXIII for very many reasons except three : Gorgeous graphics , nice story and superb voice-acting.It 's not the process that makes VO bad , it all depends how much time and money you 're willing to throw at it .</tokentext>
<sentencetext>I absolutely hate FFXIII for very many reasons except three: Gorgeous graphics, nice story and superb voice-acting.It's not the process that makes VO bad, it all depends how much time and money you're willing to throw at it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506584</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508964</id>
	<title>Re:There are exceptions...</title>
	<author>sammy baby</author>
	<datestamp>1268842740000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>DA:O was very good. Mass Effect 2 is uneven - I'm not a big fan of the acting for male Shepard, but the supporting cast is almost uniformly excellent.</p><p>Except - oddly - Legion. I don't know what I expected a Geth to sound like, but it ain't him.</p><p>The absolute best voice acting I've heard in a game is in Uncharted 2, though. Watch some of the cutscenes if you can.  It helps that the writing is also very good.</p><p>(Your guy is attempting a stealthy climb up the side of a building. As you reach the edge of the roof, your buddy frantically whispers, "There's a guy above you! There's a guy above you!" When he arrives at the ledge, you pop up, grab him, and hurl him over the side, prompting your friend to follow up with, "There's a guy below you! There's a guy below you!")</p><p>On the other hand, Uncharted 2's dialogue is all scripted, which removes the whole "recite this dialogue tree leaf-by-leaf" problem discussed in the original article.</p></htmltext>
<tokenext>DA : O was very good .
Mass Effect 2 is uneven - I 'm not a big fan of the acting for male Shepard , but the supporting cast is almost uniformly excellent.Except - oddly - Legion .
I do n't know what I expected a Geth to sound like , but it ai n't him.The absolute best voice acting I 've heard in a game is in Uncharted 2 , though .
Watch some of the cutscenes if you can .
It helps that the writing is also very good .
( Your guy is attempting a stealthy climb up the side of a building .
As you reach the edge of the roof , your buddy frantically whispers , " There 's a guy above you !
There 's a guy above you !
" When he arrives at the ledge , you pop up , grab him , and hurl him over the side , prompting your friend to follow up with , " There 's a guy below you !
There 's a guy below you !
" ) On the other hand , Uncharted 2 's dialogue is all scripted , which removes the whole " recite this dialogue tree leaf-by-leaf " problem discussed in the original article .</tokentext>
<sentencetext>DA:O was very good.
Mass Effect 2 is uneven - I'm not a big fan of the acting for male Shepard, but the supporting cast is almost uniformly excellent.Except - oddly - Legion.
I don't know what I expected a Geth to sound like, but it ain't him.The absolute best voice acting I've heard in a game is in Uncharted 2, though.
Watch some of the cutscenes if you can.
It helps that the writing is also very good.
(Your guy is attempting a stealthy climb up the side of a building.
As you reach the edge of the roof, your buddy frantically whispers, "There's a guy above you!
There's a guy above you!
" When he arrives at the ledge, you pop up, grab him, and hurl him over the side, prompting your friend to follow up with, "There's a guy below you!
There's a guy below you!
")On the other hand, Uncharted 2's dialogue is all scripted, which removes the whole "recite this dialogue tree leaf-by-leaf" problem discussed in the original article.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506696</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31513968</id>
	<title>Metal Gear Solid on PSX had good voice</title>
	<author>noidentity</author>
	<datestamp>1268858700000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I remember the opening to <a href="http://en.wikipedia.org/wiki/Metal\_Gear\_Solid" title="wikipedia.org">Metal Gear Solid</a> [wikipedia.org] on Playstation 1 over a decade ago. It was the first game that had good voice acting that actually improved the game, rather than made it comedic. The opening was like a movie, and you wanted to play. I'll always remember this game as the first that had solid voice acting throughout, and a serious tone. I booted the original up recently and was still impressed by the production quality (despite the PS1's polygon inherent difficulties). They managed to keep the quality in later games as well.</htmltext>
<tokenext>I remember the opening to Metal Gear Solid [ wikipedia.org ] on Playstation 1 over a decade ago .
It was the first game that had good voice acting that actually improved the game , rather than made it comedic .
The opening was like a movie , and you wanted to play .
I 'll always remember this game as the first that had solid voice acting throughout , and a serious tone .
I booted the original up recently and was still impressed by the production quality ( despite the PS1 's polygon inherent difficulties ) .
They managed to keep the quality in later games as well .</tokentext>
<sentencetext>I remember the opening to Metal Gear Solid [wikipedia.org] on Playstation 1 over a decade ago.
It was the first game that had good voice acting that actually improved the game, rather than made it comedic.
The opening was like a movie, and you wanted to play.
I'll always remember this game as the first that had solid voice acting throughout, and a serious tone.
I booted the original up recently and was still impressed by the production quality (despite the PS1's polygon inherent difficulties).
They managed to keep the quality in later games as well.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511742</id>
	<title>Re:Award for all-time worst voice acting goes to..</title>
	<author>Blakey Rat</author>
	<datestamp>1268851500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Considering he's:</p><p>1) Mostly insane</p><p>2) A complete prankster</p><p>I think the accent fits just right in the context of the game. (Although you might have been kidding, sorry but I really couldn't tell.) Anyway, the best character in that expansion was obviously Big Head.</p></htmltext>
<tokenext>Considering he 's : 1 ) Mostly insane2 ) A complete pranksterI think the accent fits just right in the context of the game .
( Although you might have been kidding , sorry but I really could n't tell .
) Anyway , the best character in that expansion was obviously Big Head .</tokentext>
<sentencetext>Considering he's:1) Mostly insane2) A complete pranksterI think the accent fits just right in the context of the game.
(Although you might have been kidding, sorry but I really couldn't tell.
) Anyway, the best character in that expansion was obviously Big Head.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506690</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31517524</id>
	<title>Could be worse...</title>
	<author>Polo</author>
	<datestamp>1268832900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Reminds me of voice acting part of this funny history of the development of Marine Heavy Gunner Vietnam:</p><p><a href="http://hakstrap.wordpress.com/2010/01/21/marine-heavy-gunner-fna/" title="wordpress.com">http://hakstrap.wordpress.com/2010/01/21/marine-heavy-gunner-fna/</a> [wordpress.com]</p></htmltext>
<tokenext>Reminds me of voice acting part of this funny history of the development of Marine Heavy Gunner Vietnam : http : //hakstrap.wordpress.com/2010/01/21/marine-heavy-gunner-fna/ [ wordpress.com ]</tokentext>
<sentencetext>Reminds me of voice acting part of this funny history of the development of Marine Heavy Gunner Vietnam:http://hakstrap.wordpress.com/2010/01/21/marine-heavy-gunner-fna/ [wordpress.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506588</id>
	<title>Japan begs to differ</title>
	<author>Anonymous</author>
	<datestamp>1268828760000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>Then why do the Japanese manage to get it right in every single hentai game?</p></htmltext>
<tokenext>Then why do the Japanese manage to get it right in every single hentai game ?</tokentext>
<sentencetext>Then why do the Japanese manage to get it right in every single hentai game?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511480</id>
	<title>Re:How about fixing accents?</title>
	<author>Blakey Rat</author>
	<datestamp>1268850780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The Xbox game Sudeki almost made me put a bullet through my brain every time any character opened their mouth-- talk about bad accents! Christ.</p><p>Whoever did the voice acting for that game, if there's any justice in the world, they're all living in dumpsters now.</p></htmltext>
<tokenext>The Xbox game Sudeki almost made me put a bullet through my brain every time any character opened their mouth-- talk about bad accents !
Christ.Whoever did the voice acting for that game , if there 's any justice in the world , they 're all living in dumpsters now .</tokentext>
<sentencetext>The Xbox game Sudeki almost made me put a bullet through my brain every time any character opened their mouth-- talk about bad accents!
Christ.Whoever did the voice acting for that game, if there's any justice in the world, they're all living in dumpsters now.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506604</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506690</id>
	<title>Award for all-time worst voice acting goes to...</title>
	<author>Anonymous</author>
	<datestamp>1268829720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>...the actor playing Sheogorath in the Shivering Isles expansion pack for Oblivion, purely for the comically bad accent. Was Sheogorath intended to be someone who spent equal amounts of time living in Scotland, Ireland and America? Or did Bethesda just decide that one of the pre-existing cast of 4 voice actors was probably good enough to pull off an additional regional accent, seeing as the same person had already voiced half of Oblivion's population of NPCs?</htmltext>
<tokenext>...the actor playing Sheogorath in the Shivering Isles expansion pack for Oblivion , purely for the comically bad accent .
Was Sheogorath intended to be someone who spent equal amounts of time living in Scotland , Ireland and America ?
Or did Bethesda just decide that one of the pre-existing cast of 4 voice actors was probably good enough to pull off an additional regional accent , seeing as the same person had already voiced half of Oblivion 's population of NPCs ?</tokentext>
<sentencetext>...the actor playing Sheogorath in the Shivering Isles expansion pack for Oblivion, purely for the comically bad accent.
Was Sheogorath intended to be someone who spent equal amounts of time living in Scotland, Ireland and America?
Or did Bethesda just decide that one of the pre-existing cast of 4 voice actors was probably good enough to pull off an additional regional accent, seeing as the same person had already voiced half of Oblivion's population of NPCs?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507816</id>
	<title>frist psOt</title>
	<author>Anonymous</author>
	<datestamp>1268837760000</datestamp>
	<modclass>Offtopic</modclass>
	<modscore>-1</modscore>
	<htmltext><A HREF="http://goat.cx/" title="goat.cx" rel="nofollow">clothes or 3e a into a sling unless</a> [goat.cx]</htmltext>
<tokenext>clothes or 3e a into a sling unless [ goat.cx ]</tokentext>
<sentencetext>clothes or 3e a into a sling unless [goat.cx]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507552</id>
	<title>Re:Like the games themselves</title>
	<author>jockeys</author>
	<datestamp>1268836500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>totally agree.  I was going to post something up and saw your post.<br> <br>
Brutal Legend has some of the best voice acting I've ever heard in a game (not surprising from the same dude who brought us Full Throttle back in the day) and a famous cast.  (Jack Black, Ozzie Osbourne, Lemmy Klimster(sp), Lita Ford, Rob Halford, Tim Curry).  They all did a good job and recorded enough dialog that even during the grind, there wasn't a lot of repetition, it really kept the game fresh on subsequent replays and during multiplayer.</htmltext>
<tokenext>totally agree .
I was going to post something up and saw your post .
Brutal Legend has some of the best voice acting I 've ever heard in a game ( not surprising from the same dude who brought us Full Throttle back in the day ) and a famous cast .
( Jack Black , Ozzie Osbourne , Lemmy Klimster ( sp ) , Lita Ford , Rob Halford , Tim Curry ) .
They all did a good job and recorded enough dialog that even during the grind , there was n't a lot of repetition , it really kept the game fresh on subsequent replays and during multiplayer .</tokentext>
<sentencetext>totally agree.
I was going to post something up and saw your post.
Brutal Legend has some of the best voice acting I've ever heard in a game (not surprising from the same dude who brought us Full Throttle back in the day) and a famous cast.
(Jack Black, Ozzie Osbourne, Lemmy Klimster(sp), Lita Ford, Rob Halford, Tim Curry).
They all did a good job and recorded enough dialog that even during the grind, there wasn't a lot of repetition, it really kept the game fresh on subsequent replays and during multiplayer.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506622</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507866</id>
	<title>Re:How about fixing accents?</title>
	<author>Anonymous</author>
	<datestamp>1268838060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>That&rsquo;s nothing! Every single one of the Wolfenstein games hat ridiculous American accents for their German characters, and the whole think looked more like a parody.</p><p>MAIN L&#196;BBEN!<br>JAHAHA!<br>WUNDABAR!<br>NAIN!<br>F&#196;RBOTTEN!</p><p>It&rsquo;s practically a meme here in Germany.</p><p>And the ridiculous German signs stating &ldquo;ACHTUNG! VERBOTEN&rdquo; (Attention! Forbidden!), but no other text explaining what it is that is forbidden. Which makes no sense at all!</p><p>Also the characters&rsquo; names... The best one was Dr. Betruger from DOOM 3. &ldquo;Betr&#252;ger&rdquo; is German for &ldquo;scammer&rdquo; or &ldquo;cheater&rdquo; (<a href="http://dict.leo.org/ende?lp=ende&amp;lang=de&amp;searchLoc=0&amp;cmpType=relaxed&amp;sectHdr=on&amp;spellToler=on&amp;chinese=both&amp;pinyin=diacritic&amp;search=Betr\%FCger&amp;relink=on" title="leo.org">exact translation here</a> [leo.org]), Which fits very well with his untrustworthy behavior.</p><p>On the other hand, a German game holds the title for the worst voice acting in human history: Far Cry!<br>The enemies literally say things like &ldquo;Hey du da mit dem Hemd! Dich mach ich fertig!&rdquo; (Hey you there with the shirt! I&rsquo;m finishing you!) Which is about the lamest possible thing you could say in German.<br>That, out of the face of someone looking like a real evil soldier grunt... is incredibly silly. I always had to laugh my ass of when I heard it. ^^</p></htmltext>
<tokenext>That    s nothing !
Every single one of the Wolfenstein games hat ridiculous American accents for their German characters , and the whole think looked more like a parody.MAIN L   BBEN ! JAHAHA ! WUNDABAR ! NAIN ! F   RBOTTEN ! It    s practically a meme here in Germany.And the ridiculous German signs stating    ACHTUNG !
VERBOTEN    ( Attention !
Forbidden ! ) , but no other text explaining what it is that is forbidden .
Which makes no sense at all ! Also the characters    names... The best one was Dr. Betruger from DOOM 3 .
   Betr   ger    is German for    scammer    or    cheater    ( exact translation here [ leo.org ] ) , Which fits very well with his untrustworthy behavior.On the other hand , a German game holds the title for the worst voice acting in human history : Far Cry ! The enemies literally say things like    Hey du da mit dem Hemd !
Dich mach ich fertig !    ( Hey you there with the shirt !
I    m finishing you !
) Which is about the lamest possible thing you could say in German.That , out of the face of someone looking like a real evil soldier grunt... is incredibly silly .
I always had to laugh my ass of when I heard it .
^ ^</tokentext>
<sentencetext>That’s nothing!
Every single one of the Wolfenstein games hat ridiculous American accents for their German characters, and the whole think looked more like a parody.MAIN LÄBBEN!JAHAHA!WUNDABAR!NAIN!FÄRBOTTEN!It’s practically a meme here in Germany.And the ridiculous German signs stating “ACHTUNG!
VERBOTEN” (Attention!
Forbidden!), but no other text explaining what it is that is forbidden.
Which makes no sense at all!Also the characters’ names... The best one was Dr. Betruger from DOOM 3.
“Betrüger” is German for “scammer” or “cheater” (exact translation here [leo.org]), Which fits very well with his untrustworthy behavior.On the other hand, a German game holds the title for the worst voice acting in human history: Far Cry!The enemies literally say things like “Hey du da mit dem Hemd!
Dich mach ich fertig!” (Hey you there with the shirt!
I’m finishing you!
) Which is about the lamest possible thing you could say in German.That, out of the face of someone looking like a real evil soldier grunt... is incredibly silly.
I always had to laugh my ass of when I heard it.
^^</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506604</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507454</id>
	<title>Re:Want to pay $100 per game?</title>
	<author>Enry</author>
	<datestamp>1268835900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>One of the Command and Conquer games had James Earl Jones.  It didn't cost $100.  Now that I think about it, most of the games in that series had someone from TV or movies doing the cutscenes.</p></htmltext>
<tokenext>One of the Command and Conquer games had James Earl Jones .
It did n't cost $ 100 .
Now that I think about it , most of the games in that series had someone from TV or movies doing the cutscenes .</tokentext>
<sentencetext>One of the Command and Conquer games had James Earl Jones.
It didn't cost $100.
Now that I think about it, most of the games in that series had someone from TV or movies doing the cutscenes.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506520</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31518586</id>
	<title>Oh well...</title>
	<author>Anonymous</author>
	<datestamp>1268842020000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>What a shame...</p></htmltext>
<tokenext>What a shame.. .</tokentext>
<sentencetext>What a shame...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31510786</id>
	<title>Re:start with the basics</title>
	<author>magus\_melchior</author>
	<datestamp>1268848920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>1) That might get cost-prohibitive, as games are already multi-million-dollar enterprises. But as a general rule, most companies should stick with the same actor for the same character, or find as close a vocal timbre/cadence equivalent as possible if the original cannot be summoned. Done properly and with the right director, most players might not pick up the differences immediately.<br>But the problem does get compounded when (shudder) sequels come into play.</p><p>2) Usually most studios have similar soundproofing standards, and background noise can be cleaned up; the bottom line here is, don't try to trim the audio budget by cutting out the studio you went to last time.</p><p>3) Ellen McLain had a comment in <i>Portal</i> where she said that in most voiceover jobs she did, the direction was stultifyingly boring or restrictive, until she started working with Valve on the character of GlaDOS. I'm sure she would be the first to tell any dev house that if they wanted a text-to-speech translator, they could just hire college students at minimum wage (and I'm sure some houses do just that) or, if the characters are sufficiently robotic, they could use a synthesizer. Hey, if it worked for the Invasion of the Gabber Robots...</p><p>4) This is apparently a fundamental lesson in acting or performance art of any form: Accents and mannerisms are ornaments. Do not add ornaments to your performance until you have the fundamentals of the piece down. You will hear every good drama and music teacher tell their students this, and if they do not, they should be fired.</p></htmltext>
<tokenext>1 ) That might get cost-prohibitive , as games are already multi-million-dollar enterprises .
But as a general rule , most companies should stick with the same actor for the same character , or find as close a vocal timbre/cadence equivalent as possible if the original can not be summoned .
Done properly and with the right director , most players might not pick up the differences immediately.But the problem does get compounded when ( shudder ) sequels come into play.2 ) Usually most studios have similar soundproofing standards , and background noise can be cleaned up ; the bottom line here is , do n't try to trim the audio budget by cutting out the studio you went to last time.3 ) Ellen McLain had a comment in Portal where she said that in most voiceover jobs she did , the direction was stultifyingly boring or restrictive , until she started working with Valve on the character of GlaDOS .
I 'm sure she would be the first to tell any dev house that if they wanted a text-to-speech translator , they could just hire college students at minimum wage ( and I 'm sure some houses do just that ) or , if the characters are sufficiently robotic , they could use a synthesizer .
Hey , if it worked for the Invasion of the Gabber Robots...4 ) This is apparently a fundamental lesson in acting or performance art of any form : Accents and mannerisms are ornaments .
Do not add ornaments to your performance until you have the fundamentals of the piece down .
You will hear every good drama and music teacher tell their students this , and if they do not , they should be fired .</tokentext>
<sentencetext>1) That might get cost-prohibitive, as games are already multi-million-dollar enterprises.
But as a general rule, most companies should stick with the same actor for the same character, or find as close a vocal timbre/cadence equivalent as possible if the original cannot be summoned.
Done properly and with the right director, most players might not pick up the differences immediately.But the problem does get compounded when (shudder) sequels come into play.2) Usually most studios have similar soundproofing standards, and background noise can be cleaned up; the bottom line here is, don't try to trim the audio budget by cutting out the studio you went to last time.3) Ellen McLain had a comment in Portal where she said that in most voiceover jobs she did, the direction was stultifyingly boring or restrictive, until she started working with Valve on the character of GlaDOS.
I'm sure she would be the first to tell any dev house that if they wanted a text-to-speech translator, they could just hire college students at minimum wage (and I'm sure some houses do just that) or, if the characters are sufficiently robotic, they could use a synthesizer.
Hey, if it worked for the Invasion of the Gabber Robots...4) This is apparently a fundamental lesson in acting or performance art of any form: Accents and mannerisms are ornaments.
Do not add ornaments to your performance until you have the fundamentals of the piece down.
You will hear every good drama and music teacher tell their students this, and if they do not, they should be fired.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507322</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507140</id>
	<title>Re:How about fixing accents?</title>
	<author>HopefulIntern</author>
	<datestamp>1268833680000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext>What really threw me is the word "lieutenant" which in US english is pronounced lew-TEN-ant, but in British english "leff-TEN-ant". When one of the british guys in COD4 said it the latter way, the subtitles actually wrote out "leftenant" complete with the quotation marks.

A similar thing happens in Need for Speed Shift. The "coach" which appears simply as a voice instructing you, is British. The courses you drive are also mostly British. And yet, instead of driving a "nis-san three fifty zed" he makes you drive a "nee-sahn three fifty zee"....


On a similar note, can Seth McFarlane please learn british words/phrases properly, rather than just putting on a faux accent?!! Case and point: "fanny", "sweater", "sneaker" (words americans use, or have a different meaning for).</htmltext>
<tokenext>What really threw me is the word " lieutenant " which in US english is pronounced lew-TEN-ant , but in British english " leff-TEN-ant " .
When one of the british guys in COD4 said it the latter way , the subtitles actually wrote out " leftenant " complete with the quotation marks .
A similar thing happens in Need for Speed Shift .
The " coach " which appears simply as a voice instructing you , is British .
The courses you drive are also mostly British .
And yet , instead of driving a " nis-san three fifty zed " he makes you drive a " nee-sahn three fifty zee " ... . On a similar note , can Seth McFarlane please learn british words/phrases properly , rather than just putting on a faux accent ? ! !
Case and point : " fanny " , " sweater " , " sneaker " ( words americans use , or have a different meaning for ) .</tokentext>
<sentencetext>What really threw me is the word "lieutenant" which in US english is pronounced lew-TEN-ant, but in British english "leff-TEN-ant".
When one of the british guys in COD4 said it the latter way, the subtitles actually wrote out "leftenant" complete with the quotation marks.
A similar thing happens in Need for Speed Shift.
The "coach" which appears simply as a voice instructing you, is British.
The courses you drive are also mostly British.
And yet, instead of driving a "nis-san three fifty zed" he makes you drive a "nee-sahn three fifty zee"....


On a similar note, can Seth McFarlane please learn british words/phrases properly, rather than just putting on a faux accent?!!
Case and point: "fanny", "sweater", "sneaker" (words americans use, or have a different meaning for).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506604</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508812</id>
	<title>Re:There are exceptions...</title>
	<author>mackil</author>
	<datestamp>1268842140000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>One of the great things about Thief was the voice acting, particularly Stephen Russell as Garrett. He made such an impression on the fans, that when Thief 4 was announced, that was the first question asked on the Edios forums.</htmltext>
<tokenext>One of the great things about Thief was the voice acting , particularly Stephen Russell as Garrett .
He made such an impression on the fans , that when Thief 4 was announced , that was the first question asked on the Edios forums .</tokentext>
<sentencetext>One of the great things about Thief was the voice acting, particularly Stephen Russell as Garrett.
He made such an impression on the fans, that when Thief 4 was announced, that was the first question asked on the Edios forums.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506696</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508648</id>
	<title>Over Analysis</title>
	<author>stewbacca</author>
	<datestamp>1268841360000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>This is quite possibly the most over analyzed story I've read this year.</p><p>Or maybe the reason voice acting sucks in video games is because video games can't pay big time actors...or maybe because video games don't need big time actors...or maybe because some video games are mindless time-wasters that good voice acting would be lost on the target audience...or...</p><p>It's a video game, not a movie. It's expected to make money, not $100 million in the opening weekend.</p></htmltext>
<tokenext>This is quite possibly the most over analyzed story I 've read this year.Or maybe the reason voice acting sucks in video games is because video games ca n't pay big time actors...or maybe because video games do n't need big time actors...or maybe because some video games are mindless time-wasters that good voice acting would be lost on the target audience...or...It 's a video game , not a movie .
It 's expected to make money , not $ 100 million in the opening weekend .</tokentext>
<sentencetext>This is quite possibly the most over analyzed story I've read this year.Or maybe the reason voice acting sucks in video games is because video games can't pay big time actors...or maybe because video games don't need big time actors...or maybe because some video games are mindless time-wasters that good voice acting would be lost on the target audience...or...It's a video game, not a movie.
It's expected to make money, not $100 million in the opening weekend.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31514864</id>
	<title>Acting</title>
	<author>ucblockhead</author>
	<datestamp>1268818800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>As opposed to movies and TV, which never, ever suffer from bad acting.</p></htmltext>
<tokenext>As opposed to movies and TV , which never , ever suffer from bad acting .</tokentext>
<sentencetext>As opposed to movies and TV, which never, ever suffer from bad acting.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508774</id>
	<title>RE</title>
	<author>GastronomicalEvent</author>
	<datestamp>1268841900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I think <a href="http://www.youtube.com/watch?v=LQdZQ5KjgbU" title="youtube.com" rel="nofollow"> this</a> [youtube.com]  game is linear enough to get high quality voice acting.</htmltext>
<tokenext>I think this [ youtube.com ] game is linear enough to get high quality voice acting .</tokentext>
<sentencetext>I think  this [youtube.com]  game is linear enough to get high quality voice acting.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</id>
	<title>How about just not having voice acting?</title>
	<author>MGRockwell</author>
	<datestamp>1268827920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>What is the problem with reading the text on the screen?

I remember characters "sounding" a lot better in my head before voice acting started.  This is especially relevant for RPG's.  I guess I don't mind in an action game if the characters are voice acted so that it doesn't tear you away from the action but for RPG's and slower games I'd much prefer to just read the script.</htmltext>
<tokenext>What is the problem with reading the text on the screen ?
I remember characters " sounding " a lot better in my head before voice acting started .
This is especially relevant for RPG 's .
I guess I do n't mind in an action game if the characters are voice acted so that it does n't tear you away from the action but for RPG 's and slower games I 'd much prefer to just read the script .</tokentext>
<sentencetext>What is the problem with reading the text on the screen?
I remember characters "sounding" a lot better in my head before voice acting started.
This is especially relevant for RPG's.
I guess I don't mind in an action game if the characters are voice acted so that it doesn't tear you away from the action but for RPG's and slower games I'd much prefer to just read the script.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508750</id>
	<title>Ob.</title>
	<author>sootman</author>
	<datestamp>1268841780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><b>Techie:</b> Talking doll, take eight.<br><b>Lisa:</b> "When I get married, I'm keeping my own name."  Oh, no, that should probably be "If I choose to get married."<br><b>Techie:</b> Uh, look, little girl, we got other talking dollies to record today.<br><b>Krusty:</b> [barging in with cue cards] All right, you poindexters, let's get this right!<br>
&nbsp; One: "Hey, hey, kids, I'm Talking Krusty."<br>
&nbsp; Two: "Hey, hey, here comes Slideshow Mel" -- again -- "Here comes Sideshow Mel".  "Sideshow Mel".<br>
&nbsp; Three: [does a Krusty laugh]<br>
&nbsp; Budda-bing, budda-boom, I'm done.  Learn from a professional, kid.</p></htmltext>
<tokenext>Techie : Talking doll , take eight.Lisa : " When I get married , I 'm keeping my own name .
" Oh , no , that should probably be " If I choose to get married .
" Techie : Uh , look , little girl , we got other talking dollies to record today.Krusty : [ barging in with cue cards ] All right , you poindexters , let 's get this right !
  One : " Hey , hey , kids , I 'm Talking Krusty .
"   Two : " Hey , hey , here comes Slideshow Mel " -- again -- " Here comes Sideshow Mel " .
" Sideshow Mel " .
  Three : [ does a Krusty laugh ]   Budda-bing , budda-boom , I 'm done .
Learn from a professional , kid .</tokentext>
<sentencetext>Techie: Talking doll, take eight.Lisa: "When I get married, I'm keeping my own name.
"  Oh, no, that should probably be "If I choose to get married.
"Techie: Uh, look, little girl, we got other talking dollies to record today.Krusty: [barging in with cue cards] All right, you poindexters, let's get this right!
  One: "Hey, hey, kids, I'm Talking Krusty.
"
  Two: "Hey, hey, here comes Slideshow Mel" -- again -- "Here comes Sideshow Mel".
"Sideshow Mel".
  Three: [does a Krusty laugh]
  Budda-bing, budda-boom, I'm done.
Learn from a professional, kid.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31518142</id>
	<title>Re:Instead of whining</title>
	<author>mjwx</author>
	<datestamp>1268838000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>Let's talk about some voice acting we liked.<br> <br>

My favorite example of voice acting is Bioshock. Withing that my favorite is Armin Shimerman.</p></div></blockquote><p>

I agree, games that have professional voice actors (or even professional actors) tend to produce good voice acting. It is a shame that this is the only good thing I can say about Bioshock, System Shocks retarded cousin.</p></div>
	</htmltext>
<tokenext>Let 's talk about some voice acting we liked .
My favorite example of voice acting is Bioshock .
Withing that my favorite is Armin Shimerman .
I agree , games that have professional voice actors ( or even professional actors ) tend to produce good voice acting .
It is a shame that this is the only good thing I can say about Bioshock , System Shocks retarded cousin .</tokentext>
<sentencetext>Let's talk about some voice acting we liked.
My favorite example of voice acting is Bioshock.
Withing that my favorite is Armin Shimerman.
I agree, games that have professional voice actors (or even professional actors) tend to produce good voice acting.
It is a shame that this is the only good thing I can say about Bioshock, System Shocks retarded cousin.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507468</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506814</id>
	<title>And yet...</title>
	<author>Viredae</author>
	<datestamp>1268830920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It doesn't explain why JAPANESE voice acting trounces its English-speaking counterpart so easily, maybe the English VAs are hacks?

Proof of that is Atlus and the Persona VAs, they're actually good, aren't they following the same "awful" system?</htmltext>
<tokenext>It does n't explain why JAPANESE voice acting trounces its English-speaking counterpart so easily , maybe the English VAs are hacks ?
Proof of that is Atlus and the Persona VAs , they 're actually good , are n't they following the same " awful " system ?</tokentext>
<sentencetext>It doesn't explain why JAPANESE voice acting trounces its English-speaking counterpart so easily, maybe the English VAs are hacks?
Proof of that is Atlus and the Persona VAs, they're actually good, aren't they following the same "awful" system?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508530</id>
	<title>Re:How about just not having voice acting?</title>
	<author>Jer</author>
	<datestamp>1268840940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>There's nothing wrong with it at all, it's just that the technology and money didn't exist before to do it so now it's a sparkly thing that all the big games think they need to have.  Some games actually do need to have it, and others would be better off just dropping it and putting in subtitles instead.  But hopefully we're reaching a point where that can be a design choice (or, probably more realistically, a marketing choice) rather than something "new and shiny" or something that you "need" to have to have your game be taken seriously.</p></htmltext>
<tokenext>There 's nothing wrong with it at all , it 's just that the technology and money did n't exist before to do it so now it 's a sparkly thing that all the big games think they need to have .
Some games actually do need to have it , and others would be better off just dropping it and putting in subtitles instead .
But hopefully we 're reaching a point where that can be a design choice ( or , probably more realistically , a marketing choice ) rather than something " new and shiny " or something that you " need " to have to have your game be taken seriously .</tokentext>
<sentencetext>There's nothing wrong with it at all, it's just that the technology and money didn't exist before to do it so now it's a sparkly thing that all the big games think they need to have.
Some games actually do need to have it, and others would be better off just dropping it and putting in subtitles instead.
But hopefully we're reaching a point where that can be a design choice (or, probably more realistically, a marketing choice) rather than something "new and shiny" or something that you "need" to have to have your game be taken seriously.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506604</id>
	<title>How about fixing accents?</title>
	<author>Anonymous</author>
	<datestamp>1268828880000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext><p>Getting voice over artists who understand the accents they're meant to be using would also be nice.</p><p>Having CoD4 ruined by the "British" voices pronouncing "depot" and "missile" in the USAian way (DEE-pot and MISS-le; rather than DEP-ot and miss-ILE) and using "cellphone" instead of "mobile". Five minutes work with a British person would have highlight this and minimised that ranting that I shouted at the computer screen.</p></htmltext>
<tokenext>Getting voice over artists who understand the accents they 're meant to be using would also be nice.Having CoD4 ruined by the " British " voices pronouncing " depot " and " missile " in the USAian way ( DEE-pot and MISS-le ; rather than DEP-ot and miss-ILE ) and using " cellphone " instead of " mobile " .
Five minutes work with a British person would have highlight this and minimised that ranting that I shouted at the computer screen .</tokentext>
<sentencetext>Getting voice over artists who understand the accents they're meant to be using would also be nice.Having CoD4 ruined by the "British" voices pronouncing "depot" and "missile" in the USAian way (DEE-pot and MISS-le; rather than DEP-ot and miss-ILE) and using "cellphone" instead of "mobile".
Five minutes work with a British person would have highlight this and minimised that ranting that I shouted at the computer screen.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507968</id>
	<title>DON'T dub!</title>
	<author>Stormwatch</author>
	<datestamp>1268838660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Here's two things I wish developers would do:</p><p>- Do NOT change the voices of foreign games. I want my Japanese games with Japanese voice acting, thank you very much.</p><p>- When developing a game set in a specific foreign country, take a hint from Mel Gibson's <i>The Passion of the Christ</i> -- do it in that country's language. For example, I REALLY think <i>God of War</i> should be spoken in Greek, and <i>Stalker</i>, in Russian or Ukrainian. Is it set in a fictional land? Create a fictional language, like they did for the <i>Panzer Dragoon</i> series.</p></htmltext>
<tokenext>Here 's two things I wish developers would do : - Do NOT change the voices of foreign games .
I want my Japanese games with Japanese voice acting , thank you very much.- When developing a game set in a specific foreign country , take a hint from Mel Gibson 's The Passion of the Christ -- do it in that country 's language .
For example , I REALLY think God of War should be spoken in Greek , and Stalker , in Russian or Ukrainian .
Is it set in a fictional land ?
Create a fictional language , like they did for the Panzer Dragoon series .</tokentext>
<sentencetext>Here's two things I wish developers would do:- Do NOT change the voices of foreign games.
I want my Japanese games with Japanese voice acting, thank you very much.- When developing a game set in a specific foreign country, take a hint from Mel Gibson's The Passion of the Christ -- do it in that country's language.
For example, I REALLY think God of War should be spoken in Greek, and Stalker, in Russian or Ukrainian.
Is it set in a fictional land?
Create a fictional language, like they did for the Panzer Dragoon series.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31512770</id>
	<title>Re:How about fixing accents?</title>
	<author>Anonymous</author>
	<datestamp>1268854380000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>And the ridiculous German signs stating &ldquo;ACHTUNG! VERBOTEN&rdquo; (Attention! Forbidden!), but no other text explaining what it is that is forbidden. Which makes no sense at all!</p></div><p>Why?  What more does a foot soldier need to know than "off limits"?  Do German officers take the time to explain every order in detail to their underlings?</p><p>No wonder you lost the wars.</p></div>
	</htmltext>
<tokenext>And the ridiculous German signs stating    ACHTUNG !
VERBOTEN    ( Attention !
Forbidden ! ) , but no other text explaining what it is that is forbidden .
Which makes no sense at all ! Why ?
What more does a foot soldier need to know than " off limits " ?
Do German officers take the time to explain every order in detail to their underlings ? No wonder you lost the wars .</tokentext>
<sentencetext>And the ridiculous German signs stating “ACHTUNG!
VERBOTEN” (Attention!
Forbidden!), but no other text explaining what it is that is forbidden.
Which makes no sense at all!Why?
What more does a foot soldier need to know than "off limits"?
Do German officers take the time to explain every order in detail to their underlings?No wonder you lost the wars.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507866</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31509920</id>
	<title>Re:Wing Commander II</title>
	<author>phorm</author>
	<datestamp>1268846580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>And let us not forget <a href="http://en.wikipedia.org/wiki/John\_Rhys-Davies" title="wikipedia.org" rel="nofollow">John Rhys Davies</a> [wikipedia.org], who - in addition to being on many geek-popular shows - has done voice acting for various animated programmes and video games including Wing Commander, Freelancer, etc</p></htmltext>
<tokenext>And let us not forget John Rhys Davies [ wikipedia.org ] , who - in addition to being on many geek-popular shows - has done voice acting for various animated programmes and video games including Wing Commander , Freelancer , etc</tokentext>
<sentencetext>And let us not forget John Rhys Davies [wikipedia.org], who - in addition to being on many geek-popular shows - has done voice acting for various animated programmes and video games including Wing Commander, Freelancer, etc</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508710</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507266</id>
	<title>Re:How about just not having voice acting?</title>
	<author>grumbel</author>
	<datestamp>1268834640000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>I remember characters "sounding" a lot better in my head before voice acting started.</p></div><p>I don't. Everything I read happens to sound kind of like myself, my imagination isn't quite up to matching the cast of dozens and dozens of talented voice actors. On top of that text just can't replace voice, sometimes you want to have your teammates shouting out meaningful dialog within a fight, you can't really do that with subtitles, as you are way to busy to keep track of them in the mid of a firefight.</p></div>
	</htmltext>
<tokenext>I remember characters " sounding " a lot better in my head before voice acting started.I do n't .
Everything I read happens to sound kind of like myself , my imagination is n't quite up to matching the cast of dozens and dozens of talented voice actors .
On top of that text just ca n't replace voice , sometimes you want to have your teammates shouting out meaningful dialog within a fight , you ca n't really do that with subtitles , as you are way to busy to keep track of them in the mid of a firefight .</tokentext>
<sentencetext>I remember characters "sounding" a lot better in my head before voice acting started.I don't.
Everything I read happens to sound kind of like myself, my imagination isn't quite up to matching the cast of dozens and dozens of talented voice actors.
On top of that text just can't replace voice, sometimes you want to have your teammates shouting out meaningful dialog within a fight, you can't really do that with subtitles, as you are way to busy to keep track of them in the mid of a firefight.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31509948</id>
	<title>Bioshock ?</title>
	<author>Anonymous</author>
	<datestamp>1268846640000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Bioshock - Andrew Ryan was the best voice acting I've ever experienced in either an animated feature or video game.</p><p>Also, the guy who is responsible (Armin Shimerman) for this awesome acting also played Quark in Star Trek: Deep Space Nine.</p></htmltext>
<tokenext>Bioshock - Andrew Ryan was the best voice acting I 've ever experienced in either an animated feature or video game.Also , the guy who is responsible ( Armin Shimerman ) for this awesome acting also played Quark in Star Trek : Deep Space Nine .</tokentext>
<sentencetext>Bioshock - Andrew Ryan was the best voice acting I've ever experienced in either an animated feature or video game.Also, the guy who is responsible (Armin Shimerman) for this awesome acting also played Quark in Star Trek: Deep Space Nine.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508992</id>
	<title>Re:Like the games themselves</title>
	<author>Anonymous</author>
	<datestamp>1268842920000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Assassin's Creed II has great voice acting to go along with some of the better facial expression graphics I've seen on a console.  The characters look like individuals, they have expressions that effectively convey emotion, and they sync well with the voice acting.  Whatever the cast did, they need to keep doing it.</p></htmltext>
<tokenext>Assassin 's Creed II has great voice acting to go along with some of the better facial expression graphics I 've seen on a console .
The characters look like individuals , they have expressions that effectively convey emotion , and they sync well with the voice acting .
Whatever the cast did , they need to keep doing it .</tokentext>
<sentencetext>Assassin's Creed II has great voice acting to go along with some of the better facial expression graphics I've seen on a console.
The characters look like individuals, they have expressions that effectively convey emotion, and they sync well with the voice acting.
Whatever the cast did, they need to keep doing it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506622</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506920</id>
	<title>Re:It's not just the voice acting</title>
	<author>deniable</author>
	<datestamp>1268832000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Writing helps, so does good talent. Silent Hunter IV kept pissing me off when the American sailors kept speaking with European accents, almost like the used the same talent from the previous U-boat games.</htmltext>
<tokenext>Writing helps , so does good talent .
Silent Hunter IV kept pissing me off when the American sailors kept speaking with European accents , almost like the used the same talent from the previous U-boat games .</tokentext>
<sentencetext>Writing helps, so does good talent.
Silent Hunter IV kept pissing me off when the American sailors kept speaking with European accents, almost like the used the same talent from the previous U-boat games.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506534</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31510670</id>
	<title>Physical Modeling of voices...</title>
	<author>AthleteMusicianNerd</author>
	<datestamp>1268848680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>We need to get that to a very advanced level.  No publisher will ever invest in the tech though.  Surely the first will be a garage implementation.</htmltext>
<tokenext>We need to get that to a very advanced level .
No publisher will ever invest in the tech though .
Surely the first will be a garage implementation .</tokentext>
<sentencetext>We need to get that to a very advanced level.
No publisher will ever invest in the tech though.
Surely the first will be a garage implementation.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506710</id>
	<title>Re:How about just not having voice acting?</title>
	<author>TiberiusMonkey</author>
	<datestamp>1268829900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>You can't have that these days, it just wouldn't feel right having amazingly real visuals and sound effects, and then not having any voice.  That said, Monkey Island 1 and 2 was a lot funnier to read than the later (and remixes) games that had voice overs.</htmltext>
<tokenext>You ca n't have that these days , it just would n't feel right having amazingly real visuals and sound effects , and then not having any voice .
That said , Monkey Island 1 and 2 was a lot funnier to read than the later ( and remixes ) games that had voice overs .</tokentext>
<sentencetext>You can't have that these days, it just wouldn't feel right having amazingly real visuals and sound effects, and then not having any voice.
That said, Monkey Island 1 and 2 was a lot funnier to read than the later (and remixes) games that had voice overs.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511542</id>
	<title>Vanille</title>
	<author>BigSes</author>
	<datestamp>1268850960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I just can't grasp why here British accent comes and goes at completely random times (even mid-sentence).  Since Fang seems to speak with an Aussie accent quite acceptable, I wonder how hard it would have been to hire someone who spoke with a decent British twist?  Hmm...now that I thought about it, I'm not actually sure what accent Vanille is supposed to have.  Even sounds a bit French, and a bit like she is handicapped, at various parts.</htmltext>
<tokenext>I just ca n't grasp why here British accent comes and goes at completely random times ( even mid-sentence ) .
Since Fang seems to speak with an Aussie accent quite acceptable , I wonder how hard it would have been to hire someone who spoke with a decent British twist ?
Hmm...now that I thought about it , I 'm not actually sure what accent Vanille is supposed to have .
Even sounds a bit French , and a bit like she is handicapped , at various parts .</tokentext>
<sentencetext>I just can't grasp why here British accent comes and goes at completely random times (even mid-sentence).
Since Fang seems to speak with an Aussie accent quite acceptable, I wonder how hard it would have been to hire someone who spoke with a decent British twist?
Hmm...now that I thought about it, I'm not actually sure what accent Vanille is supposed to have.
Even sounds a bit French, and a bit like she is handicapped, at various parts.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506584</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508646</id>
	<title>Another game with good voice acting: Half Life</title>
	<author>Happy Nuclear Death</author>
	<datestamp>1268841360000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The original one.  The character I remember most is the unnamed G-man.  There was something jarring about his phrasing and the timing of his lines.  He was a good example of "less is more" in characterization.</p></htmltext>
<tokenext>The original one .
The character I remember most is the unnamed G-man .
There was something jarring about his phrasing and the timing of his lines .
He was a good example of " less is more " in characterization .</tokentext>
<sentencetext>The original one.
The character I remember most is the unnamed G-man.
There was something jarring about his phrasing and the timing of his lines.
He was a good example of "less is more" in characterization.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506570</id>
	<title>barrrrieeeeee!</title>
	<author>Anonymous</author>
	<datestamp>1268828520000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Oblig: Wohhhh, Sorreeee about that! I thought....you were....one of the them!! (resident evil)</p><p>Please, please, always have dreadful voice acting in games. makes any game hilarious and memorable, and doesn't take anything away from it.</p></htmltext>
<tokenext>Oblig : Wohhhh , Sorreeee about that !
I thought....you were....one of the them ! !
( resident evil ) Please , please , always have dreadful voice acting in games .
makes any game hilarious and memorable , and does n't take anything away from it .</tokentext>
<sentencetext>Oblig: Wohhhh, Sorreeee about that!
I thought....you were....one of the them!!
(resident evil)Please, please, always have dreadful voice acting in games.
makes any game hilarious and memorable, and doesn't take anything away from it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506584</id>
	<title>Final Fantasy XIII</title>
	<author>My Iron Lung</author>
	<datestamp>1268828760000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>For a game that was out in Japan 3 months previously, I am astounded at the quality of the dubbing and voice acting of FFXIII. Even previous titles in the franchise had acting that made me wince (FFX most of all, the first in the franchise to attempt it). There's a heavy cost for this sort of quality, however, and if anyone has the money to throw at this kind of thing, it's Square-Enix on their flagship franchise.</htmltext>
<tokenext>For a game that was out in Japan 3 months previously , I am astounded at the quality of the dubbing and voice acting of FFXIII .
Even previous titles in the franchise had acting that made me wince ( FFX most of all , the first in the franchise to attempt it ) .
There 's a heavy cost for this sort of quality , however , and if anyone has the money to throw at this kind of thing , it 's Square-Enix on their flagship franchise .</tokentext>
<sentencetext>For a game that was out in Japan 3 months previously, I am astounded at the quality of the dubbing and voice acting of FFXIII.
Even previous titles in the franchise had acting that made me wince (FFX most of all, the first in the franchise to attempt it).
There's a heavy cost for this sort of quality, however, and if anyone has the money to throw at this kind of thing, it's Square-Enix on their flagship franchise.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506822</id>
	<title>Re:Like the games themselves</title>
	<author>ZeroExistenZ</author>
	<datestamp>1268831040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p>Rush jobs typically exhibit signs of low quality and lack of attention to detail.</p></div></blockquote><p>And also attention and preserverence..<br> <br>For a PBX project I had a friend speak about 40-50 phrases.<br>The pace went really good to start with, but slowed down to the end and quality went down signigicantly where I had to really motivate her to keep on going. Even though the first 10 sentences she wanted to "perfect" them with nuances and redo them, I urged her to just get as much done and have it reviewed after, which proved the best tactic as she progressively got more worn out and moved to an attitude of "I want to get this over with, this is very tiring", as she got progressively more drained.</p></div>
	</htmltext>
<tokenext>Rush jobs typically exhibit signs of low quality and lack of attention to detail.And also attention and preserverence.. For a PBX project I had a friend speak about 40-50 phrases.The pace went really good to start with , but slowed down to the end and quality went down signigicantly where I had to really motivate her to keep on going .
Even though the first 10 sentences she wanted to " perfect " them with nuances and redo them , I urged her to just get as much done and have it reviewed after , which proved the best tactic as she progressively got more worn out and moved to an attitude of " I want to get this over with , this is very tiring " , as she got progressively more drained .</tokentext>
<sentencetext>Rush jobs typically exhibit signs of low quality and lack of attention to detail.And also attention and preserverence.. For a PBX project I had a friend speak about 40-50 phrases.The pace went really good to start with, but slowed down to the end and quality went down signigicantly where I had to really motivate her to keep on going.
Even though the first 10 sentences she wanted to "perfect" them with nuances and redo them, I urged her to just get as much done and have it reviewed after, which proved the best tactic as she progressively got more worn out and moved to an attitude of "I want to get this over with, this is very tiring", as she got progressively more drained.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506430</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506918</id>
	<title>Honorable mentions</title>
	<author>Bluebottel</author>
	<datestamp>1268831940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It would be a shame not to mention Call of Duty 4 and its clever system. Your team actually shouts usefull things when in combat such as "RPG on the balcony second floor to the left!", at least i found it both accurate and useful. <br>
The monkey island games are excellent examples of voiceacting and portal should be mentioned too. Who doesnt love glaDOS?</htmltext>
<tokenext>It would be a shame not to mention Call of Duty 4 and its clever system .
Your team actually shouts usefull things when in combat such as " RPG on the balcony second floor to the left !
" , at least i found it both accurate and useful .
The monkey island games are excellent examples of voiceacting and portal should be mentioned too .
Who doesnt love glaDOS ?</tokentext>
<sentencetext>It would be a shame not to mention Call of Duty 4 and its clever system.
Your team actually shouts usefull things when in combat such as "RPG on the balcony second floor to the left!
", at least i found it both accurate and useful.
The monkey island games are excellent examples of voiceacting and portal should be mentioned too.
Who doesnt love glaDOS?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506790</id>
	<title>Re:How about just not having voice acting?</title>
	<author>Anonymous</author>
	<datestamp>1268830620000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Dragon Age Origin was all voice acted, and it was amazingly well done.</p><p>Reading text on a screen tends to kill your immersion, I guess that would be one of the big reasons for voice acting.</p></htmltext>
<tokenext>Dragon Age Origin was all voice acted , and it was amazingly well done.Reading text on a screen tends to kill your immersion , I guess that would be one of the big reasons for voice acting .</tokentext>
<sentencetext>Dragon Age Origin was all voice acted, and it was amazingly well done.Reading text on a screen tends to kill your immersion, I guess that would be one of the big reasons for voice acting.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506506</id>
	<title>Wing Commander II</title>
	<author>tangent3</author>
	<datestamp>1268827860000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>Wing Commander II was the first game I recall that had some sort of voice acting. Now that I think about it, the voice acting was crap... but back in those days where most PC users were probably still using PC Speaker and do not have Sound Blasters, having voice acting in the first place was consider OMGWTFBBQ awesome.</p><p>How times have changed.</p></htmltext>
<tokenext>Wing Commander II was the first game I recall that had some sort of voice acting .
Now that I think about it , the voice acting was crap... but back in those days where most PC users were probably still using PC Speaker and do not have Sound Blasters , having voice acting in the first place was consider OMGWTFBBQ awesome.How times have changed .</tokentext>
<sentencetext>Wing Commander II was the first game I recall that had some sort of voice acting.
Now that I think about it, the voice acting was crap... but back in those days where most PC users were probably still using PC Speaker and do not have Sound Blasters, having voice acting in the first place was consider OMGWTFBBQ awesome.How times have changed.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511440</id>
	<title>Re:How about fixing accents?</title>
	<author>Psychochild</author>
	<datestamp>1268850660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I think part of the issue is what the audience expects.  The biggest audience for CoD4 is the North American market, so pronunciations conform to that.  Even voices with supposedly British accents will probably pronounce words the American way to conform with American expectations.  Perhaps this isn't accurate to the real world, but meeting player expectations makes them enjoy the game more.</p><p>Some thoughts from a game developer/designer.</p></htmltext>
<tokenext>I think part of the issue is what the audience expects .
The biggest audience for CoD4 is the North American market , so pronunciations conform to that .
Even voices with supposedly British accents will probably pronounce words the American way to conform with American expectations .
Perhaps this is n't accurate to the real world , but meeting player expectations makes them enjoy the game more.Some thoughts from a game developer/designer .</tokentext>
<sentencetext>I think part of the issue is what the audience expects.
The biggest audience for CoD4 is the North American market, so pronunciations conform to that.
Even voices with supposedly British accents will probably pronounce words the American way to conform with American expectations.
Perhaps this isn't accurate to the real world, but meeting player expectations makes them enjoy the game more.Some thoughts from a game developer/designer.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506604</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31519008</id>
	<title>Re:Legacy of Kain</title>
	<author>aldo.gs</author>
	<datestamp>1268845800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Alas, poor Nupraptor! I knew him well... well, not really.</htmltext>
<tokenext>Alas , poor Nupraptor !
I knew him well... well , not really .</tokentext>
<sentencetext>Alas, poor Nupraptor!
I knew him well... well, not really.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507692</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506486</id>
	<title>How is this different from a cartoon?</title>
	<author>Anonymous</author>
	<datestamp>1268827680000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>How is this different from a cartoon? In my experience, even the worst cartoon voice acting is still a shade better than the average video game voice acting.</p></htmltext>
<tokenext>How is this different from a cartoon ?
In my experience , even the worst cartoon voice acting is still a shade better than the average video game voice acting .</tokentext>
<sentencetext>How is this different from a cartoon?
In my experience, even the worst cartoon voice acting is still a shade better than the average video game voice acting.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507470</id>
	<title>Decent voice acting</title>
	<author>autoevolution</author>
	<datestamp>1268835900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Freespace 1 and 2</htmltext>
<tokenext>Freespace 1 and 2</tokentext>
<sentencetext>Freespace 1 and 2</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507638</id>
	<title>I've notice this.</title>
	<author>orsty3001</author>
	<datestamp>1268837040000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Belmont: Die monster you don't belong in this world! Dracula: It was not by my hand that<nobr> <wbr></nobr>... You steal men's soul and make them your slaves!</htmltext>
<tokenext>Belmont : Die monster you do n't belong in this world !
Dracula : It was not by my hand that ... You steal men 's soul and make them your slaves !</tokentext>
<sentencetext>Belmont: Die monster you don't belong in this world!
Dracula: It was not by my hand that ... You steal men's soul and make them your slaves!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506618</id>
	<title>Re:How about just not having voice acting?</title>
	<author>illaqueate</author>
	<datestamp>1268829120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>yes, the pool of voice actors for games is also shallow, especially for localization of japanese RPG games where the actor will put on a ridiculous high pitched voice or try too hard to sound like a badass. I wouldn't necessarily blame the actors alone in this. There's something wrong with the casting process. For example Final Fantasy XIII several of the actors were putting on a bad accent or sound like a Japanese person picked the voice actor because their voice sounds like they should be reading the dictionary.</p><p>It isn't only the line reading process. Many of these people are not very good actors and their range is constrained by putting on a voice; it doesn't sound natural if the actor hasn't put in work to develop that character and the blind reading makes it that much worse. If they went with a live recording with the actors in the same room like in the Uncharted series it would turn out quite a bit better and some of the characters putting on absurd voices would be filtered out because it wouldn't sound natural.</p></htmltext>
<tokenext>yes , the pool of voice actors for games is also shallow , especially for localization of japanese RPG games where the actor will put on a ridiculous high pitched voice or try too hard to sound like a badass .
I would n't necessarily blame the actors alone in this .
There 's something wrong with the casting process .
For example Final Fantasy XIII several of the actors were putting on a bad accent or sound like a Japanese person picked the voice actor because their voice sounds like they should be reading the dictionary.It is n't only the line reading process .
Many of these people are not very good actors and their range is constrained by putting on a voice ; it does n't sound natural if the actor has n't put in work to develop that character and the blind reading makes it that much worse .
If they went with a live recording with the actors in the same room like in the Uncharted series it would turn out quite a bit better and some of the characters putting on absurd voices would be filtered out because it would n't sound natural .</tokentext>
<sentencetext>yes, the pool of voice actors for games is also shallow, especially for localization of japanese RPG games where the actor will put on a ridiculous high pitched voice or try too hard to sound like a badass.
I wouldn't necessarily blame the actors alone in this.
There's something wrong with the casting process.
For example Final Fantasy XIII several of the actors were putting on a bad accent or sound like a Japanese person picked the voice actor because their voice sounds like they should be reading the dictionary.It isn't only the line reading process.
Many of these people are not very good actors and their range is constrained by putting on a voice; it doesn't sound natural if the actor hasn't put in work to develop that character and the blind reading makes it that much worse.
If they went with a live recording with the actors in the same room like in the Uncharted series it would turn out quite a bit better and some of the characters putting on absurd voices would be filtered out because it wouldn't sound natural.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506508</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31513042</id>
	<title>Final Porn XIII</title>
	<author>kenp2002</author>
	<datestamp>1268855280000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext><p>The wife keeps checking in on me playing FFXIII because Vanilla<nobr> <wbr></nobr>;) sounds like she's constantly having sex... Worst acting ever.... or best depending on the mood...</p></htmltext>
<tokenext>The wife keeps checking in on me playing FFXIII because Vanilla ; ) sounds like she 's constantly having sex... Worst acting ever.... or best depending on the mood.. .</tokentext>
<sentencetext>The wife keeps checking in on me playing FFXIII because Vanilla ;) sounds like she's constantly having sex... Worst acting ever.... or best depending on the mood...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508898</id>
	<title>Re:Award for all-time worst voice acting goes to..</title>
	<author>stewbacca</author>
	<datestamp>1268842440000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>...Kevin Costner in Robin Hood.</p><p>There, fixed that for you.</p></htmltext>
<tokenext>...Kevin Costner in Robin Hood.There , fixed that for you .</tokentext>
<sentencetext>...Kevin Costner in Robin Hood.There, fixed that for you.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506690</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507826</id>
	<title>Re:Like the games themselves</title>
	<author>Pteraspidomorphi</author>
	<datestamp>1268837820000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Brutal Legend was one game that I was thinking recently had some great voice acting</p></div><p>All of Tim Schaffer's games do... His talent as a game designer probably has a lot to do with the attention given to the script and voice acting.</p></div>
	</htmltext>
<tokenext>Brutal Legend was one game that I was thinking recently had some great voice actingAll of Tim Schaffer 's games do... His talent as a game designer probably has a lot to do with the attention given to the script and voice acting .</tokentext>
<sentencetext>Brutal Legend was one game that I was thinking recently had some great voice actingAll of Tim Schaffer's games do... His talent as a game designer probably has a lot to do with the attention given to the script and voice acting.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506622</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31511158</id>
	<title>Re:How about fixing accents?</title>
	<author>Anonymous</author>
	<datestamp>1268850000000</datestamp>
	<modclass>Funny</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p> <em>Case and point:</em></p></div> </blockquote><p>And apparently in Britain they say "case and point" rather than "case in point" like we do in the US.</p></div>
	</htmltext>
<tokenext>Case and point : And apparently in Britain they say " case and point " rather than " case in point " like we do in the US .</tokentext>
<sentencetext> Case and point: And apparently in Britain they say "case and point" rather than "case in point" like we do in the US.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31507140</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506430</id>
	<title>Like the games themselves</title>
	<author>Anonymous</author>
	<datestamp>1268826720000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>Who would have thought it?</p><p>Rush jobs typically exhibit signs of low quality and lack of attention to detail.</p></htmltext>
<tokenext>Who would have thought it ? Rush jobs typically exhibit signs of low quality and lack of attention to detail .</tokentext>
<sentencetext>Who would have thought it?Rush jobs typically exhibit signs of low quality and lack of attention to detail.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31535016</id>
	<title>basically linear games</title>
	<author>Anonymous</author>
	<datestamp>1269006480000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Which of course is why basically linear games can have excellent voice acting. And by this of course I mean Blood Omen, Soul Reaver, and their sequels, which to this day have the best voice acting in any game ever made. I mean, just watch the intro to Soul Reaver, and play the first 10 minutes of the game, and compare that to more recent rot like Final Fantasy 10 and up, the Metal Gear Solid series, and even Modern Warfare 2 <a href="http://www.4xindia.com/" title="4xindia.com" rel="nofollow">Jenny</a> [4xindia.com]</p></htmltext>
<tokenext>Which of course is why basically linear games can have excellent voice acting .
And by this of course I mean Blood Omen , Soul Reaver , and their sequels , which to this day have the best voice acting in any game ever made .
I mean , just watch the intro to Soul Reaver , and play the first 10 minutes of the game , and compare that to more recent rot like Final Fantasy 10 and up , the Metal Gear Solid series , and even Modern Warfare 2 Jenny [ 4xindia.com ]</tokentext>
<sentencetext>Which of course is why basically linear games can have excellent voice acting.
And by this of course I mean Blood Omen, Soul Reaver, and their sequels, which to this day have the best voice acting in any game ever made.
I mean, just watch the intro to Soul Reaver, and play the first 10 minutes of the game, and compare that to more recent rot like Final Fantasy 10 and up, the Metal Gear Solid series, and even Modern Warfare 2 Jenny [4xindia.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506534</id>
	<title>It's not just the voice acting</title>
	<author>Anonymous</author>
	<datestamp>1268828160000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext>Decent writing might help as well.  In my experience, dialogue is written by game designers.  Writing dialogue is not always their main talent.</htmltext>
<tokenext>Decent writing might help as well .
In my experience , dialogue is written by game designers .
Writing dialogue is not always their main talent .</tokentext>
<sentencetext>Decent writing might help as well.
In my experience, dialogue is written by game designers.
Writing dialogue is not always their main talent.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31509464</id>
	<title>Re:And yet...</title>
	<author>Chad Birch</author>
	<datestamp>1268844840000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Do you speak Japanese so fluently that you can pick out a poor actor or a good one? Can you tell when someone is "overacting"? Things like that take an extremely high level of proficiency in a language. I think this is often why people prefer the Japanese voices, because they don't know the language, so can't tell when someone's doing a poor job of it.</htmltext>
<tokenext>Do you speak Japanese so fluently that you can pick out a poor actor or a good one ?
Can you tell when someone is " overacting " ?
Things like that take an extremely high level of proficiency in a language .
I think this is often why people prefer the Japanese voices , because they do n't know the language , so ca n't tell when someone 's doing a poor job of it .</tokentext>
<sentencetext>Do you speak Japanese so fluently that you can pick out a poor actor or a good one?
Can you tell when someone is "overacting"?
Things like that take an extremely high level of proficiency in a language.
I think this is often why people prefer the Japanese voices, because they don't know the language, so can't tell when someone's doing a poor job of it.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506814</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508850</id>
	<title>Blame the Developers &amp; Writers</title>
	<author>Anonymous</author>
	<datestamp>1268842260000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I've never heard a bad voice actor.  Oh, I'm sure there are out there, but generally all you have to do with VA work is just be able to speak clearly and with enough feeling for the sitatuion.  Not exceedingly difficult, although I'll admit it takes a clear head and practice/training.</p><p>However, the problem is (and some of this is mentioned in the article) that the developers don't lay out what the situation is and give the voice actors a chance to see what is going on in the game.  The extra comment from the article about random chunks being broken into parts is just ridiculous.  Game text, except for random quips here and there, flows in a consistent straight-forward manner.  You might occasionally have a branching path that lasts for a few lines, but it gets back on the same track eventually.  But without any background, the voice actor is left floundering.</p><p>The writers (Hollywood script writers or game developers) offer the same basic problem.  They just don't throw in the detail needed to make transitions.  Case in point, using a recent example, Final Fantasy XIII.  In the course of a few scenes and what amounts to probably two paragraphs of text, one character goes from "Let's Kill Group A!" "No!  We can't kill Group A because we're being used for that purpose!"  "Wait, we were duped by Group A all along, kill them!"  "Oh my god!  Group A is trying to get us to kill them, we can't do that!"  And so on...  Characters in games shift from one stance/mood to another almost instantenously with very little rhyme or reasoning because writers seem to believe you have to condense a paragraph or two into five words with a game script.</p><p>Also, you have to consider the players at fault here too.  Going back to Final Fantasy XIII, one of the problems against that game (the people bring up related to voice work) is an inconsistent accent on one of the characters.  I'm not exactly well traveled, but I've engaged in conversations with several people who have varying accents, and the one common factor is NO ONE is consistent.  A friend of mine has a heavy Bostonian accent, but 75\% of his conversation you can barely tell its there.  Its only on certain words or snags when it comes out.  And the way he enunciates his words you wouldn't immediately pick up on some of it as from that region, because it meshes with some British accents as well.  But the overall point is nothing is perfect when it comes to the human condition, but often times voice acting in games is slammed for not being perfect, as opposed to just not being good.</p></htmltext>
<tokenext>I 've never heard a bad voice actor .
Oh , I 'm sure there are out there , but generally all you have to do with VA work is just be able to speak clearly and with enough feeling for the sitatuion .
Not exceedingly difficult , although I 'll admit it takes a clear head and practice/training.However , the problem is ( and some of this is mentioned in the article ) that the developers do n't lay out what the situation is and give the voice actors a chance to see what is going on in the game .
The extra comment from the article about random chunks being broken into parts is just ridiculous .
Game text , except for random quips here and there , flows in a consistent straight-forward manner .
You might occasionally have a branching path that lasts for a few lines , but it gets back on the same track eventually .
But without any background , the voice actor is left floundering.The writers ( Hollywood script writers or game developers ) offer the same basic problem .
They just do n't throw in the detail needed to make transitions .
Case in point , using a recent example , Final Fantasy XIII .
In the course of a few scenes and what amounts to probably two paragraphs of text , one character goes from " Let 's Kill Group A !
" " No !
We ca n't kill Group A because we 're being used for that purpose !
" " Wait , we were duped by Group A all along , kill them !
" " Oh my god !
Group A is trying to get us to kill them , we ca n't do that !
" And so on... Characters in games shift from one stance/mood to another almost instantenously with very little rhyme or reasoning because writers seem to believe you have to condense a paragraph or two into five words with a game script.Also , you have to consider the players at fault here too .
Going back to Final Fantasy XIII , one of the problems against that game ( the people bring up related to voice work ) is an inconsistent accent on one of the characters .
I 'm not exactly well traveled , but I 've engaged in conversations with several people who have varying accents , and the one common factor is NO ONE is consistent .
A friend of mine has a heavy Bostonian accent , but 75 \ % of his conversation you can barely tell its there .
Its only on certain words or snags when it comes out .
And the way he enunciates his words you would n't immediately pick up on some of it as from that region , because it meshes with some British accents as well .
But the overall point is nothing is perfect when it comes to the human condition , but often times voice acting in games is slammed for not being perfect , as opposed to just not being good .</tokentext>
<sentencetext>I've never heard a bad voice actor.
Oh, I'm sure there are out there, but generally all you have to do with VA work is just be able to speak clearly and with enough feeling for the sitatuion.
Not exceedingly difficult, although I'll admit it takes a clear head and practice/training.However, the problem is (and some of this is mentioned in the article) that the developers don't lay out what the situation is and give the voice actors a chance to see what is going on in the game.
The extra comment from the article about random chunks being broken into parts is just ridiculous.
Game text, except for random quips here and there, flows in a consistent straight-forward manner.
You might occasionally have a branching path that lasts for a few lines, but it gets back on the same track eventually.
But without any background, the voice actor is left floundering.The writers (Hollywood script writers or game developers) offer the same basic problem.
They just don't throw in the detail needed to make transitions.
Case in point, using a recent example, Final Fantasy XIII.
In the course of a few scenes and what amounts to probably two paragraphs of text, one character goes from "Let's Kill Group A!
" "No!
We can't kill Group A because we're being used for that purpose!
"  "Wait, we were duped by Group A all along, kill them!
"  "Oh my god!
Group A is trying to get us to kill them, we can't do that!
"  And so on...  Characters in games shift from one stance/mood to another almost instantenously with very little rhyme or reasoning because writers seem to believe you have to condense a paragraph or two into five words with a game script.Also, you have to consider the players at fault here too.
Going back to Final Fantasy XIII, one of the problems against that game (the people bring up related to voice work) is an inconsistent accent on one of the characters.
I'm not exactly well traveled, but I've engaged in conversations with several people who have varying accents, and the one common factor is NO ONE is consistent.
A friend of mine has a heavy Bostonian accent, but 75\% of his conversation you can barely tell its there.
Its only on certain words or snags when it comes out.
And the way he enunciates his words you wouldn't immediately pick up on some of it as from that region, because it meshes with some British accents as well.
But the overall point is nothing is perfect when it comes to the human condition, but often times voice acting in games is slammed for not being perfect, as opposed to just not being good.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31509732</id>
	<title>Re:Wing Commander II</title>
	<author>Anonymous</author>
	<datestamp>1268845860000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>And I remember the voice acting in Wing Commander (don't remember which one specifically) because they had Mark Hamill (AKA Luke Skywalker) doing voice work for it.  It was memorable in a time when the idea of a real actor, even a has-been, in a video game was sort of mind-blowing.</p></div><p>Of course Mark Hamill did fairly well with <a href="http://en.wikipedia.org/wiki/Mark\_Hamill#Voice\_acting" title="wikipedia.org" rel="nofollow">voice acting</a> [wikipedia.org] in general, even while his on-screen work dried-up.  Remember that among many other roles, he was the iconic voice of the Joker in the 1990s Batman: The Animated Series, as well as in the animated movies into the early 2000s.</p><p>
&nbsp; </p><p>Also interesting is that a few years later Origin Systems cast a still relatively unknown Clive Owens (<a href="http://en.wikipedia.org/wiki/Clive\_Owens" title="wikipedia.org" rel="nofollow">yes that Clive Owens</a> [wikipedia.org]) as the amnesiac protagonist in Privateer II: The Darkening.  Showing that at the time they were capable of catching acting talent on the upswing as well as on the downswing.</p></div>
	</htmltext>
<tokenext>And I remember the voice acting in Wing Commander ( do n't remember which one specifically ) because they had Mark Hamill ( AKA Luke Skywalker ) doing voice work for it .
It was memorable in a time when the idea of a real actor , even a has-been , in a video game was sort of mind-blowing.Of course Mark Hamill did fairly well with voice acting [ wikipedia.org ] in general , even while his on-screen work dried-up .
Remember that among many other roles , he was the iconic voice of the Joker in the 1990s Batman : The Animated Series , as well as in the animated movies into the early 2000s .
  Also interesting is that a few years later Origin Systems cast a still relatively unknown Clive Owens ( yes that Clive Owens [ wikipedia.org ] ) as the amnesiac protagonist in Privateer II : The Darkening .
Showing that at the time they were capable of catching acting talent on the upswing as well as on the downswing .</tokentext>
<sentencetext>And I remember the voice acting in Wing Commander (don't remember which one specifically) because they had Mark Hamill (AKA Luke Skywalker) doing voice work for it.
It was memorable in a time when the idea of a real actor, even a has-been, in a video game was sort of mind-blowing.Of course Mark Hamill did fairly well with voice acting [wikipedia.org] in general, even while his on-screen work dried-up.
Remember that among many other roles, he was the iconic voice of the Joker in the 1990s Batman: The Animated Series, as well as in the animated movies into the early 2000s.
  Also interesting is that a few years later Origin Systems cast a still relatively unknown Clive Owens (yes that Clive Owens [wikipedia.org]) as the amnesiac protagonist in Privateer II: The Darkening.
Showing that at the time they were capable of catching acting talent on the upswing as well as on the downswing.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508710</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506592</id>
	<title>Jason?</title>
	<author>feepness</author>
	<datestamp>1268828760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>JASON!</htmltext>
<tokenext>JASON !</tokentext>
<sentencetext>JASON!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31508758</id>
	<title>Re:How about just not having voice acting?</title>
	<author>Hatta</author>
	<datestamp>1268841840000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Reading text on a page doesn't kill my immersion when reading a book.  Why should it when playing a game?  In fact, halting all game play to give a character time to go through his spiel breaks immersion.  Letting me read at my own pace and get back to the game as quickly as possible does not.</p></htmltext>
<tokenext>Reading text on a page does n't kill my immersion when reading a book .
Why should it when playing a game ?
In fact , halting all game play to give a character time to go through his spiel breaks immersion .
Letting me read at my own pace and get back to the game as quickly as possible does not .</tokentext>
<sentencetext>Reading text on a page doesn't kill my immersion when reading a book.
Why should it when playing a game?
In fact, halting all game play to give a character time to go through his spiel breaks immersion.
Letting me read at my own pace and get back to the game as quickly as possible does not.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_03_17_0620202.31506790</parent>
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