Video Game Actors Say They Don't Get Their Due 573
Dekortage writes "The New York Times reports today about Michael Hollick, the actor who provided the voice of Niko Bellic in Grand Theft Auto IV. Although the game has made more than $600 million in sales for Rockstar Games, Hollick earns nothing beyond the original $100K he was paid. If this was television, film, or radio, Hollick and the other GTA actors could have made millions by now. Hollick says, 'I don't blame Rockstar. I blame our union for not having the agreements in place to protect the creative people who drive the sales of these games. Yes, the technology is important, but it's the human performances within them that people really connect to, and I hope actors will get more respect for the work they do within those technologies.' Is it time for video game actors to be treated as well as those in other mediums?"
Keep fighting, but be realistic (Score:5, Insightful)
I respect the work that these people do, but come on. I think this guy might be stretching it a bit. People don't buy video games for an actor in the same way they go see a movie for an actor in it. It is a completely different medium. Besides, voice actors in video games right now are pioneers. They will have to fight for a while before they get the recognition and money that they expect. Just like Hollywood actors did.
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Re:Keep fighting, but be realistic (Score:5, Insightful)
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Eivind.
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What about Tom Cruise? I guess there is an exception to every rule
Actors get more when the studios want them (Score:5, Insightful)
Personally I don't think this guy should get more than what he initially agreed to, and I also think he's sounding a bit more arrogant for wanting more. The fact is that his employer could hire someone else and get virtually the same result, because (as many people have already said) people don't buy games for the actors.
But I certainly don't have a problem with actors getting paid a lot if it's just a case of market forces. A really good example of this is the Simpsons' voice cast, who are now earning on the order of millions of dollars per season [scotsman.com]. That's a huge amount of money for the amount of time it takes and compared with other people on the staff (such as writers and producers and animators, presumably), especially considering it doesn't even prevent them from doing other work. The difference is that they're nowhere near as replacable. Fox can (and did) replace most of the original writers of the show to the extent that the plots and quality have changed hugely (imho), but it still makes money because the show's primary pulling point these days is the voice acting.
The reason they get this much isn't because they're arrogant, it's because that's what the studio thinks they're worth. The actors have been doing voices on this show for something on the order of 20 years! Nearly anyone would rather be spending their time doing something else by that time, and it's not as if the actors owe it to the show's fans to keep working at low rates for the rest of their lives. They've named a price that'll convince them to stay, and Fox thinks they're worth it. At some point it won't be worth it for Fox to keep paying the amount that the actors want, the show will end or they'll find someone else, and the actors will still be happy because they'll finally have time to spend on other projects they've wanted to to for ages. Meanwhile it's market-decided compensation for whatever else they're giving up which they'd much rather be doing.
If this GTA4 guy (whom I never heard of) reckons he's worth more than $100k then more power to him, but he needs to convince someone to pay him what he thinks he's worth. If a studio pays him more they'll probably be subsidising it by dropping alternative actors or talent somewhere else, which he'd be expected to replace. If he can't convince them to do that, he's worth less.
Re:Keep fighting, but be realistic (Score:5, Insightful)
1) I think this guy was well-compensated, but I also think a royalty deal (a small one) would be fair.
2) For me, actually, voice talent is basically the make-or-break point for a video game. I'm serious. Here's a review of Mass Effect [gameosaur.us] to prove it. However, while I don't think I'm alone in that, I think it's fairly uncommon.
3) If acting is so easy, why aren't you doing it? It's one of the hardest things to be good at out there. That's why it pays. Anyone can do it poorly. But as a guy who does a little acting, writing, and directing, I have to tell you that most people are frickin' terrible. Even trained people are often terrible. It's partly a talent, partly an art, and partly a technical skill. It's really quite difficult.
4) Y'know, IT work is not the only job that requires expertise and skill. In fact, I've met a lot of dumb IT people. Really dumb. But the dumber they are, the smarter they seem to think they are. It's just a job, dude. We all have them. You couldn't do mine and I couldn't do yours. That's why we have jobs!
Re:Keep fighting, but be realistic (Score:4, Insightful)
Re:Keep fighting, but be realistic (Score:5, Insightful)
Re:Keep fighting, but be realistic (Score:5, Interesting)
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If hes whining because he didn't do his contract right, so what.
And from the developers view, I would only pay the voice actors like this, makes sense. Your the one taking the financial risk of 100s of millions downs the tube so its your reward. Now if you wanted to give bonuses based on sales thats your own egg, but it would keep things like this from happening.
Re:Keep fighting, but be realistic (Score:5, Insightful)
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Case in point, Max Payne's voice actor/facial actor was one of the developers. Max Payne 2 replaced him with an 'actor' - and the presentation was pretty bad in all respects. MP wouldn't have been half as popular as it was if it'd had had an 'actor' in the leading role...
Re:Keep fighting, but be realistic (Score:4, Insightful)
By getting a known (not always good) actor they will get more money from the population, so the actor worth alot of money, in comparison the GTA voice could have be replaced by some other guy without losing 100 millions in sales
Re:Keep fighting, but be realistic (Score:4, Insightful)
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Do the production crew, programmers, and creative team deserve this too? Absolutely! Do they get it? No, because they were not able to negotiate this and accepted what was given to them.
Its no wonder that thousands flock to Hollywood each year,
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C.
Re:Keep fighting, but be realistic (Score:5, Interesting)
I'm a professional animator, and I have to say voice actors can be an extreme pain in the ass. They do about an hours worth of work but make more money than everybody else in the production. The last show I worked on the lead voice actor put well over 300 people out of work for 2 months while he re-negotiated his contract. They're so self absorbed and disconnected from the reality that they think they're the only important aspect of the production. On top of all that when the bleeder finally did agree to come back to work, they had to fire several people just to make up for the extra money they were giving this guy.
So really, I have zero sympathy for voice actors.
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Re:Keep fighting, but be realistic (Score:5, Insightful)
Re:Keep fighting, but be realistic (Score:5, Insightful)
Also, all due respect to your angry unappreciated programmer 'tude, but frankly they're not.
They're just one piece of a big puzzle. This isn't the 80s when squeezing a few extra polygons on the screen meant the difference between 12 and 40. Most of the type of work that the "rock star" people did back in the day is now handled by Engineers at ATI and NVIDIA, with some finishing touches by the DX team. Lately, with shaders to be written and what not, it's coming back a bit, but on the big console games more times than not they're using an engine that has most of that done already. (if you want to laud someone for the looks of GTA, check the credits for rockstar's ping pong game)
I'd argue modellers/graphic artists are just as important, and on a game like GTAIV, story writers are a big piece of the picture.
They could have had anyone with a decent eastern-european sounding accent and good delivery voice Niko. It's the situations he was in that made the game interesting.
*note: this is coming from someone who makes a living writing software, so I'm not just tearing down people's contributions out of spite for the profession or anything.
Re:Keep fighting, but be realistic (Score:5, Insightful)
Re:Keep fighting, but be realistic (Score:5, Interesting)
At lunch, the kid he sat next to was responsible for wood and ice simulation in the new star wars game -- and nothing else. They said rendering a single pixel in that game required about as much memory as a whole commodore 64 had -- 32k.
So yeah, game development has changed dramatically.
Re:Keep fighting, but be realistic (Score:5, Funny)
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It depends on the definition of "written" you are using. Architecture wise, that sounds probably true, that one guy does 70% of that work, with a lot of input and discussion from other people. But writting the code, no way. Things are too specialized. There are AI guys, there are physics guys (or just buy a solution), there are rendering guys, there are networking guys. And that's not even
Re:Keep fighting, but be realistic (Score:4, Insightful)
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Games are no longer defined by the stunning graphical advancements made by one genius programmer.
You'd be suprised how often they are. Epic (who makes the unreal engine, used by many games) had at least until recently (don't know about now) about 40-50 employees in total. And by the way, I've said nothing about graphical programming alone.
N
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Disclaimer: I'm not saying that this GTA guy is a talented voice actor, just that they do exist.
Re:Keep fighting, but be realistic (Score:5, Informative)
Yeah, everybody is entitled to life + 100 years of profit from every piece of work that they do. Thats what I get, don't you?
The thing is that the guy can't say this after the fact. If he wants a cut, then that needs to be in writing before he accepts the job. I mean, $100k is not bad for what I would imagine is a part time job for a while. I don't know the game, so I don't know the scale of his dialog skills in it, but I doubt it was 2,000 hours of work over a year of time (1 FTE in manager speak).
Re:Keep fighting, but be realistic (Score:5, Insightful)
Re:Keep fighting, but be realistic (Score:4, Interesting)
If the video game industry wants to be taken more seriously, they should start taking their product more seriously. That means respecting the talent that actually creates the games. Programmers shoulld get paid like writers. They need to have a guild. The head of the team should probably be considered the director or producer. As actors become more and more integral to the success of a game,they should be paid like any other actor. Games will never be "art" until the people who make them start considering them to be art.
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That "creative artist" is way of line, sure they probably make great things happen with their voices and the game is probably much better product because of that.. but in the end the voice actors are just such a small piece of the cake, so many others deserve to get their millions first.
Re:Keep fighting, but be realistic (Score:4, Insightful)
It's the same with films. I don't give a rat's ass about who plays which role. I just watch the damn film and enjoy it or not. I don't even know more than ten actor names. I just don't care enough.
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He's bitching about getting paid 100k for speaking lines that he didn't write to begin with into a mike. What a fucking tool.
Re:Keep fighting, but be realistic (Score:5, Insightful)
Re:Keep fighting, but be realistic (Score:5, Informative)
This guy has the nerve to complain that he was ONLY paid $100k to essentially do voice over work. Apparently, he has absolutely no frame of reference for the entertainment industry (or at least, no frame of reference that's grounded in reality). Furthermore, the comparison in the article which says:
That is such crap. By that rationale, eveyone who had ever done voice-over work for documentaries, or was a guest on a radio show would be a millionaire. The problem here is that this person a) maybe didn't negotiate well at the onset of the project and b) is confusing the success of the game with his success. These games didn't succeed and become wildly popular BECAUSE of this person's voice (or simulated gait for crying out loud). Rather, this person gained popularity due to the game's success (due to the design, art work, marketing, R&D, etc etc). This just sounds like a whiney guy who can't find other work....maybe because he isn't that great as a "voice actor".
By the way, before you flame me or mod me troll, I am a composer for TV and movies, and am fully aware of each deal I enter into. If I make a choice to negotiate a set price for a project, and that project subsequently takes off and becomes wildly successful, I have no one by myself to blame for not negotiaitng a piece of the back end and making sure I get residuals/royalties. This guy need to learm the business if he's going to progress any further.
He was over-compensated. (Score:5, Funny)
Re:Keep fighting, but be realistic (Score:5, Funny)
Re:Keep fighting, but be realistic (Score:4, Funny)
read your fricking contract before you sign it.
Comment removed (Score:4, Insightful)
Re:Keep fighting, but be realistic (Score:4, Funny)
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After all if this guy thinks he's worth millions of pounds then he's free to audition for Shrek 8 or whatever.
The way I see it his creative input in the game was minimal, he just turned up did his bit and left so by his reasoning everyone should be on a huge cut of the whole, the tea ladies, the cleaners, the receptio
Re:Keep fighting, but be realistic (Score:5, Insightful)
It's different because those actors being paid millions by Disney/Pixar are _already famous_ - Disney/Pixar think that by having them working on the film, they will get bigger audiences and sell more DVDs.
This guy's name on the credits won't sell any more copies of the game so he is paid for the work he does rather than the value of his personal 'brand'
If he wanted more, he should have demanded it before he signed the contract but he didn't because he knew that if he did, they just would have got someone else to play the role.
100k... (Score:2, Insightful)
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Of course, it probably wouldn't hurt Rockstar much to take 3 or 4 percent of the profit and split it up among the whole project team. Assume that they have made ~$100 million on those sales and that there are 10,000 people involved (that's probably high) and each person gets a few hundred dollars, which is better than a few hu
Re:100k... (Score:5, Informative)
because those guys at the end (Score:5, Interesting)
Amazed people haven't figured it out. These "actors" are the center of the universe, the rarely having completed high school know it alls", the ones who will solve all the worlds problems by jetting there and handing out candy bars"
The people with the grunt work, the programmers, cameramen, gaffers, q&A, and such, well they are just doing a job any chimp could do.
Honestly why should we expect any less of a comment from the likes of this guy? It is quite possible he is good person and generally fun to be around, but the number of these dicksperts that get on the tube and tell us how wonderful they are and how special they are and such and such is beyond number. Hell I take many of their recommendations in the completely opposite fashion...
What's wrong with that? (Score:2, Insightful)
work is.a mutually benefical arrangement... (Score:2, Insightful)
if he feels he didn't get paid enough, he shouldn't have taken the job. he can't blame the union now. obviously he's so famous he could have gotten work somewhere else and earned more, right?
if he think he wouldn't have gotten the job if he held out for more money, well, that's how it works. if you provide a service that anybody else can provide (reading from a script), then your pay will not approach 7 digits. i can't go to my boss n
Keep the greed contained (Score:5, Insightful)
Sorry but... (Score:5, Insightful)
I'd rather give those bonus's to the dev's that actually deserve it who spend 60-70 hours a week, then to some greedy VA, who does jack shit, when compared to the massive engineering that coders and artists and others on the team have to do.
VA's do not add anywhere near the value that the actual team does, they're spoilt and the game industry should not cater to these fucks. I'd rather hire amateur VA's off the street then some hollywood fucktard.
Oh the poor bastard (Score:5, Funny)
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Exactly. In euros, $100k it buys you a bus ticket these days...
He got more than programmers... (Score:2, Informative)
covetousness (Score:3, Insightful)
How long does it take? (Score:5, Insightful)
I'd say that for a year or less of work, 100-grand is good money. If it's more than a year, then depending on the actual work/hours involved, perhaps he should be getting more. However, a million bucks? Maybe big-name actors make this much, but that doesn't automatically entitle video-game actors to the same. Moreover, I'm not really sure how much movie voice-actors make, but that would be a closer comparison.
Sorry bud, but that's the way the industry works. If I write a piece of software for my company which they resell to clients, all I get is my original paycheque (perhaps a bonus if they're feeling generous). Just because some other overpaid smoe is making a million buckazoids or more doesn't automatically entitle you to that type of cash any more than it does me or the various others that work their butts off for a living.
In other news (Score:5, Funny)
He's being paid what he agreed to. (Score:2)
Maybe he can use his leverage to get other voice acting jobs?
Re:He's being paid what he agreed to. (Score:5, Informative)
You've got to be kidding me... (Score:2, Insightful)
Let me get this straight...this no-name actor comes in about halfway into the development of the game, gets a script, gets into a recording studio and records some voice for a period of a few weeks, two months tops, and gets paid $100,000 for it, and now he's complaining that he's not getting royalties for the game?
What about the programmers, artists, and designers who worked at the company for years from beginning to end of th
When your name can... (Score:4, Insightful)
Re:When your name can... (Score:5, Funny)
risk vs. reward (Score:3, Insightful)
If someone wants to share in the rewards of a blockbuster products, they need to be willing to share in the losses from flops.
I concur (Score:2)
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This is not television, film, or radio (Score:5, Insightful)
Contrast that to movies or television where people go to see movies and watch television shows because of the actors and actresses involved. People will go to see a movie with Angelina Jolie in it because she's so damn hot and the studios know this so they hire her, and she knows this so she charges $20M.
Now to this guy's credit as near as I can tell he's not saying "I was robbed and deceived", he's just saying "gee, I was the main actor in a game which has made $500M, it would be nice if I had been paid more." With all due respect, you didn't get paid more because you're a nobody. I'm not trying to be mean - but you're not George Clooney, you're someone who did soap operas to this point. You did an excellent job, and you were helped by the "Pixar Effect" of using a high quality but unknown actor to avoid distractions. But you were paid the amount you were because you're an unknown. Heck, you got paid a lot more than the average person does in a year, and I doubt this was the only gig you had. If they ever make a sequel to this game and reuse your character (unlikely, since like the Final Fantasy franchise they change characters and settings entirely from game to game) then renegotiate for more money. But in the meantime, just enjoy the fame and likelihood of getting future work.
What bullshit (Score:5, Insightful)
And his voice is not an integral part of the game. Any halfway competent voice actor would have sufficed. The real stars are the programmers and designers.
Thank you for that (Score:3, Insightful)
He signed the contract. He knew the terms going into it.
Exactly. And if the company demands more, he would point back to his contract and say "nope. that's not what I agreed to" and the Actor's Union would back him up. But now that there's money on the table, he wants a reneg.
It doesn't work that way for programmers, Q/A, artists, etc. FAR too many projects start off with modest goals and reasonable timelines, only to hit "crunch time" a couple months into the 18-month schedule when the real scope becomes clear.
I've seen people in the game industry work themsel
Re:What bullshit (Score:4, Insightful)
Exactly. Which makes things like this laughable:
How about blaming yourself for agreeing to terms you apparently find unconscionable? Oh but wait, once you've got the gig it's easy to bitch about how you deserve more, but I bet if you had said to them up front that 100K wasn't enough, they'd have laughed in your face and hired somebody else for 100K. Because let's face it, no matter how much money they made, you aren't worth more than 100K to them. And if that's not acceptable to you, you shouldn't have accepted the job.
Good voice actors are great and all (Score:2)
Yes, good voice acting does help make a character better, yes it can be a hard job depending on what they need you to do, and yes I'm pretty sure there was a ton of dialog to record for the game.
But he makes just as much money as some folks for 1/3 or even 1/4 of the amount of time actually spent in the "office". He can probably do work on multiple projects too.
Buck up Michael.... (Score:2)
I'm posting this assuming you or your agent hasn't thought of all this and your recent media comments aren't just a p
I want to blame my trade union too... (Score:2)
Wait, whatever trade group I could join as a software engineer does not have the same clout as UAW or USW. And if it did it would have run to gro
If he did not like the terms... (Score:5, Interesting)
the whole thing is silly (Score:2)
People should be getting paid based on the value of their work. I realize it's a free market and supply and demand and all, and ultimately it's the consumers that are causing this to happen, but I still think it's just lacking in all common sense,.
If the public was not gullible enough to pay so much for something that
So he was SURPRISED by its success?!?! (Score:2)
Take your hundred grand and be happy that you're still not tending bar, buddy.
Sour grapes (Score:5, Insightful)
Have you considered negotiating for yourself? That's what I do when I get a job.
Boo hoo. poor little spoiled brat (Score:5, Insightful)
A hundred thousand fucking dollars for reading out loud? How long did he have to read to earn that hundred thousand dollars? Poor little baby. I work all goddamned year long for half that much. That's twice what my house is worth!
I've never seen a hundred thousand dollars!
How much did the programmers get? I'll bet they didn't get a hundred grand each!
The asshole signed a contract and he was paid what he was offered. If he thinks a hundred grand isn't enough, then he shouldn't do any more video games.
I'm sick of the God damned money worshiping greed today. Hollick can kiss my ass.
They aren't the same thing... (Score:3, Insightful)
I guess my point is that the game business isn't built like the movie or music business and it should be very wary of going the way of the beloved MPAA or RIAA.
It's a Question of How the Pie is Sliced (Score:4, Informative)
Basically, many companies in the video game industry, a young(ish) business currently more or less an oligopoly, are making well above what would be considered normal profits. Barriers to entry are high, so I would anticipate they will continue to make above-normal profits for some time.
The music industry, movie industry, and sports industry, among others, have gone through the same dynamic and the video game industry will doubtless see many of the same growing pains they have and be subject to the same kinds of bargaining dynamics. And in situations like this, with well-above-normal profits being generated, those who add significant economic value and don't use collective bargaining to claim a share of the pie are simply giving money away.
Sure, with the exception of some rock stars, the coders in the trenches aren't being paid millions, but that's not a reason the actors shouldn't be paid more. If anything, it simply indicates the coders in such industries should strive to self-organize as well as actors and athletes.
A few things before you hate on this guy (Score:4, Informative)
Before all of you hate this guy for wanting more than $100k, consider one very important aspect of actors' salaries that is usually why they get both a high daily rate and a percentage on a big project:
They don't get a salary. Once the project is over, so is their income. Their health insurance and retirement only gets contributions while they're working, and in the case of health insurance, if you don't work enough weeks out of the year (and it's a lot right now, since the health insurance funds are all in the toilet) then your boss is still paying for your heath insurance (money he could be paying you with) but you aren't getting it.
The saying goes that Actors work about 1/4 as much as regular people, but in that 1/4 of the time, they work 8 times harder. There is absolutely zero 'veg out at your desk' as an actor. You probably think it'd be a blast to have a job like voicing Nico Bellic, and in a lot of ways, it probably was - but you will tear up your voice doing the same dialog over and over again, particularly the pages and pages of 'you are caught on fire' and 'you fall off a building.'
This guy earned $100k for 16 months of work. That's pretty good, but not great. This isn't a young noob, either. He's mid-career. $75k a year for Nico Bellic?
Several people have rightly pointed out that people don't buy video games 'because of an actor' like they go see movies because of an actor. This is partially true. You don't buy a video game because a particular actor is involved (usually, though I expect Splinter Cell would be wildly unpopular if they axed the gravelly voice dude, Ironsides?). You do buy a video game because the acting & storytelling is extraordinary. Most games suffer from bad writing AND bad acting; a game that has both will review & sell well.
Obviously it's not such a large factor that these guys should get the same slice a movie star is going to get, and I'm not even sure if residuals is the way to go for video games - there's a very good case to be made that the 3d artist/lead programmer or whatever is just as important or more important. In some studios, I imagine the lead guys have shares of stock in the company and so do get residuals in their way - but even if they don't, they get a salary. They get to work on every game. The actor doesn't.
Having said all this, the unions will probably ask for too much. The actor who did Nico sounds like he's got his head on straight - he doesn't want to piss off Rockstar and he's not personally whining about it; he's allowing his case to be used to bring attention to the subject, which is pretty harmless. The question of 'when GTAIV makes a bazillion dollars, who should get what?' is a tough one and it -should- take a lot of haggling to figure that out. Even if you give Nico residuals, what about Roman? McLeary? Where do you stop?
However you solve it, keep in mind that actors typically make a crapload of money on a daily basis because they work so little of time. Last I checked, at any given time, under 5% of my union is employed.
The whole residuals thing is whacked (Score:3, Interesting)
Overall, I think long-term royalties are a bad idea, especially because of the corporate greedheads. I think a limited copyright should exist for 15 to 20 years, then it should be dropped. That's enough time for an inventor to make money off his invention, a writer to rake it in off of his book, and then it's done. Why the hell is Jimi Hendrix making executives millions of dollars decades after he kissed the sky? Why in the fucking hell does MLK's family have rights over his name and likeness, up to and including selling it to marketing companies so they can use civil rights to turn a fucking buck selling crap?
It's the inequitable distribution of income that really rankles me. I do believe that there's a measure of reward that should be had commensurate with risk. However, when the money men are well-secured in their positions of power and are taking very little risk to finance a project, why should they earn a higher return than the people pouring their blood, sweat, and tears into the effort?
Not quite the same... (Score:3)
I flat-out disagree with his claim that it's the actors who bring the characters to life. Many games have been made that have wonderful character portrayal with no voiceacting. Many Japanese RPGs, for instance, relly on various methods of getting across character emotion that build up incredibly subtle character personality over time. I first played FF6 back in 2002, and found it to be one of the most moving games I'd played to date, for instance... mostly due to the writing, but also due to the timing and character plot arcs. Sure, it was simplistic, but I really felt for those people. Sometimes, voice-acting brings the characters a bit too close to reality, and all the nuances get sort of lost within the jumble between voice and body language.
The single most important thing for the portrayal of humanality in video games is character animation/body language, and facial expression. The PS1 was almost completely dead in that department (even more so than the 16-bit era), the PS2 tried, but often came across either over-the-top or not quite correct. I'm starting to see quite a few titles that are able to portray character personality and emotion with the 360, Wii, PS3, and late PS2 titles... but I think this has to do less with hardware advancement than it does a realization that those things are incredibly important. That will probably be this generation's biggist legacy. GTAIV isn't perfect in this department, but it's getting better.
So in closing, it's a tough decision. It's like any other market, you have to balance the amount of work one has done with the neccessity and effect of their having done it. Some games couldn't possibly work without voice acting... you can't have an MGS without David Hayter, for instance, and in that case, he's probably almost as much a neccessity as a TV voice/film actor. But for GTA, of which voice acting is not as much a neccessity, and characters change from game to game, it's understandable that they make less.
Re:Wrong (Score:5, Informative)
Tentacle 1: I don't think you should drink that, it looks bad for you!
Tentacle 2: Nonsense! It makes me feel great! Smarter... it makes me feel like I could... like I could... TAKE ON THE WORLD! (cue ominous organ music)
Then again, I wouldn't have a clue who were the voice actors.
Re:"creative people"? (Score:5, Insightful)
Successful unions usually do all they can to ensure everybody in their fields joins them, and those who don't get no work. I deal with unions all the time and often they are worse than the mafia. In many places, you can't hold a job for long or get promoted if you don't join the union and obey.
In short: if a video game actor's union is created, you quickly won't be able to employ a non-union actor at all.
Re:"creative people"? (Score:4, Interesting)
Unions suck. Please don't get them any deeper into my industry than they already are.
As far as being paid points off the back end goes, if you're not that central to the project, don't expect a slice of the profits.
Re: (Score:3, Informative)
Re:oh please (Score:5, Informative)
Re: (Score:3, Informative)
For example, in Need For Speed underground, you'll get race text messages on your Cingular cellphone/PDA. In GTA IV, you get text messages on your 'Whiz' phone.
Maybe you were thinking of Crackdown?
Re: (Score:3, Insightful)
Acting (and writing) could very easily ruin the high-quality hard work of everyone else, or elevate good to great (as the writing and acting in Portal did). How much that is worth in $$$ should be negotiable, that's all Hollick is saying.