Ryzaki wrote...
So what was with Gaider's comment that adding a voice for the warden (and I assume he meant two) would've halved the dialogue?
The money doesn't come out of thin air. It comes from other parts of the game. I'd rather have more dialogue and dialogue options than more VAs saying the same thing any day.
I don't know where David Gaider's comment you are referring to came from. Even if, say, another voice actor only adds $15k to the budget, maybe they don't have the extra to squeeze after dividing up the money. It's a matter of priorities.
VA isn't cheap - each new actor you add to reading the SAME set of dialog increases the cost. 1 to 2 is doubling it, 1 to 4 is quadrupling - it's not like you can get eight voice actors on discount because you bought them in bulk. So if you have, say with DA:O, the possibility of a different male and female set of VA's for each Origin (six * two is twelve), each line of dialog you write has to be read, on average, twelve times. THAT's probably why more actors would seem to drastically reduce the number of lines they want to pay for... but I think it depends on how they pay the voice actors (by line? no, by hour is more likely as that's industry standard) and how you want to spend your budget.
When DA:O was being made, originally, think back - how much voice acting was in games? In RPG's with dialog options? Think of how much game budgets have risen since DA:O was started to now. Think of how many more resources BioWare, part of EA, has compred to BioWare, pre-Microsoft owning them?
Big games pre-2000 cost like a million dollars to make or less. You could make a Warcraft 2 for under a million, diablo for just over a million.
Budgets are now expected to be higher. Cinematic storytelling expects voice, it expects movie-like presentation as opposed to novel-like presentation.
Developers can get away with putting up a budget that will cost $50 million or more, with maybe a million or a couple million for VA, where in the past they couldn't put up an ENTIRE budget for a couple million.
DA:O development to DA:I development is close a decade (if you think DA:O started around maybe 2003-4, DA:I starting roughly 2011, that's at least seven years) and in that decade what do you think has happened to the budgets of video games?

Yeah.
I don't know the BioWare dollars, what the budget is or where it goes. They can have very real, very good reasons for not spending the money on multiple actors for the main character, and shaving the tens of thousands, maybe hundreds of thousands, of dollars off might keep in a few dozen more lines of dialog or another couple cut scene animations that, in the balance, are deemed more worthwhile.
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Let me be clear - I'd rather there was a silent protagonist. I'm not arguing for more voice actors.
I just have a problem with all the people claiming how ungodly expensive more actors for the MC would be. Would it cost more? Yep. Would it be THAT big a part of the budget? NO.