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  Rewarding Work: Actors, Video Games and Pay
by Pascal Langdale on 06/15/10 02:27:00 am   Expert Blogs   Featured Blogs
14 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 06/15/10 02:27:00 am
 

The video game industry is increasingly using a wider range of creative talents from other industries.  Actors are now adding Video Games to their body of work; their services are coming into greater demand as Video Game Developers seek to match improved graphics with improved writing and improved drama that gamers are demanding from big and small titles alike.  “Getting away” with poor voice acting, amateur scripts and ill-conceived narratives is less of an an option as gamers become ever more discriminating, and the market becomes defined by qualities that rely on so much more than graphics alone.

I have often heard the complaint that actors see the games industry as a “cash-cow” and are only interested in delivering the bare minimum of effort required.  In turn, I have also heard actors complain that the Video Game contracts treat them as little more than mannequins.

Lets have a look at the push and pull of values and rewards that is resulting in the moans I hear coming from both sides, by breaking it down a bit.

WHAT ACTORS PROVIDE

  1. Actors may provide, body, face, voice performances, or any one of those alone. If you’re using an actor then you’ve already worked out that a professional can be more versatile, work quicker, and give better performances than even the most passionate amateur.
  2. Directors differ in how they communicate their needs to an actor, and as long you’re both hoping to tell a narrative in the best way possible, then it simply comes down to an act of translation;  translating a directors note into a performance.  Sometimes you’re lucky and you find you’re speaking the same ‘language’ - on the same wavelength.  Other times, an actor will use all their resources and professional experience to translate direction that is the equivalent of, and as obscure as, a rare dialect of Inuit.
  3. A professional actor has the required experience and training to solve many of the challenges that surface throughout a production, and ensure a consistent and unique performance.  This is what you hope for when you employ a professional.
  4. The more famous actors also bring something else: Profile. If you have a famous actor in your game, there are more column-inches to be gained from their presence, raising your game's profile, and its sales, in a highly competitive market. If they are respected for their performances in film and theatre, their presence confers a trust in the quality of your game, too.

QUID PRO QUO?

Pay comes down to a simple question of how much you value, and how much you reward, the talents that create your game.  Although my concern here is of actors, the same argument could also be used for musicians or artists. Even permanent employees.

Film and TV Pay Structures

It comes down to the 3 ways that artists are currently paid.

  1. A “buyout”: a daily fee is established and then a percentage of the fee is added as a lump sum, based on the expected exposure and use of the performance.
  2. Daily fee plus “residuals”: A daily fee is established, and then a percentage of that fee is paid each time it is shown, over time.
  3. Fee + Share of profit: a daily fee - often relatively low, is agreed upon on the basis that if the film/theatre piece is a commercial success, then the actor gets rewarded for his or her part in it.

These all have their merits and their detractions, but one thing is common between all of them: the belief that the performance has value beyond the first airing.  This is not just an aesthetic truth, but financial one too.  Once out there, hundreds of people profit directly or indirectly from the work, and the producers collect on this by selling the rights to show it.  The more successful it is, the more money can be made from it over a period of years, and in a large variety of ways. It is only fair then, that the people who made that possible are likewise rewarded.

Video Game Pay Structures

Most actors (not high profile actors with strong negotiating positions) are on a buyout structure or a daily fee.  This is based on what’s being demanded of the actor, voice, mocap, facial capture or performance capture.  However, when it comes to the use of an actor’s performance, the rules suddenly change.  Contracts are negotiated on “Image Rights”.  That is to say that once captured, the data is bought outright, like a digital photo, and the actor has no further attachment to it.

Different industries... different pay, right?

Transferring the TV/Film pay structures to video game contracts, means taking into account the millions of sales a successful AAA can achieve, resulting in a higher quote.  These quotes can seem outlandish to a video game developer's casting department, but it is simply because it is a quote from another industry.

The video game industry is a broad church and a young church at that making a stable format for generating future revenue streams is hard to define. Some video games can have a short shelf-life, whose only further revenue might be the film rights whilst others may profit from online advertising. Some games are small start-ups with no budget and big ideas, whilst others have budgets larger than most movies, and can reap huge rewards, or fail. Therefore a one-size fits all approach will not work.

The Percentage of Profit incentive

We’ve all heard of games that are deep into their budget, with a vast amount of work still to be done, and a release date demanded by the publisher that is based on a harsh market reality rather than the developer's reality. Pushing your staff, your actors, your artists to work twice as hard, with little or no overtime on the table can seem like the only option.  There are many team-building ways to keep up company morale, and generally speaking, people want their production to succeed.  One tried and tested way is to offer a back-end incentive such as percentage of profit, or residuals. The more people that see your performance, the more you are rewarded.

This situation is not dissimilar to one faced by many a lower budget film, and even some bigger budget ones.  Keanu Reeves and Brad Pitt have been known to take pay cuts to ensure the completion of a production. I’ve been involved in low budget movies, where everyone involved has pulled outrageous hours on no extra pay, because they believed in the film.  We also knew that the producers were happy to reward us for our belief, our extra work, and our shared hope for their film. On an external location at 3am in the chill of autumn, doing reshoots in summer clothes, the knowledge that what you're providing is valued goes a long, long way.

Where were we? Cash Cows and Mannequins..

So why is it that when it comes to video games we talk of cash cows and mannequins?

I believe the answer is more cultural than purely financial.  It comes down to respect. A good contract is not just an accord over pay and obligations, but a statement of respect for both parties, regardless of the sums discussed inside it.

Film contracts are negotiable, and there are a variety of contracts to suit the needs of different productions, but they are founded on the idea that a performance has a right to be rewarded. If nothing else, developers would do well to consider this as the foundation of a fairly successful system in the valuation of actors and their skills.

A fair deal based on the future success of a game would go some way to democratise access to highly skilled actors, musicians and artists, for developers on smaller budgets.  Johnny Two Shoes worked out a deal similar to this with the musician that worked on their latest game “Plunderland”.  What’s strange is that such an arrangement is still considered unusual in negotiating video game contracts.

It is high time that the video games industry put a greater emphasis on creating fair revenue agreements for everyone involved in a game's production. A fair pay agreement means better quality of work, allows for a more flexible budgetary control, and provides an incentive via a shared investment in the success of a production.  As this might make all the difference between success and failure of a project, it seems only logical that it should now be considered an issue of the utmost importance.

 
 
Comments

Tim Tavernier
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"As this might make all the difference between success and failure of a project, it seems only logical that it should now be considered an issue of the utmost importance."

*looks at 2D Mario, Wii Fit, The Sims, Mario Kart, WoW and other games that have sold above 10 millions copies on a single platform*
*notices that there are almost no actors involved in these, what could be called, the best sold games of the last generation*

Whoops! Facts wins again from subjective belief!

So why is this person a expert blogger again if he's only going to spew his belief-system and values as facts at "matter of utmost importance"? Isn't that a troll at a any other forum?

Franklin Reese
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If actors make unreasonable demands or expect more than what they are making now they will price themselves out of a job. Voice actors don't need to be good actors, they need good vocals. They never get seen so Julia Robert's beauty doesn't come into play.

The worst fact is that the famous actors are still paid far far more than anyone else working on the game, from the guy who is instructing them, to everyone else and they only work around 5-7 days on the project. Until an actor can bring more to the game than just a simple voice there is probably not a good reason that they should get even more pay.

Jeff Beaudoin
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@Tim
I believe he was talking generally about talent becoming invested in the project and providing better results due to fair pay and commitment to the company. Even if his point is limited to voice/acting talent, comparing games with little to no v/o doesn't really make sense in this context, since that would not be within the scope of his examination.

Makes more sense to look at things like Gears of War, Halo, Uncharted, all of which sold well, have professional voice talent, and surely treated that talent fairly.

The ad hominem in your comment seems more trollish than this blog does, fyi.

@Franklin
I agree, it seems ridiculous to pay an actor more than any one else for what seems like less work. But if you have a famous actor working on a project, you have them for their name. Sometimes that can be more valuable than what you end up paying them for the actual work.

Dominic Cianciolo
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While I concur that it's a bit pie-in-the-sky for actors to expect film-level money for game contributions, people in the game world need to better understand just what it is that actors are bringing to their productions. In this, the writer makes a very fair point.

The fact that this comment was posted:

"Voice actors don't need to be good actors, they need good vocals."

And that the poster equates an actor's craft with mere aesthetics shows a profound ignorance of what a good actor brings to any game production, and has the right for which to be fairly compensated. I wish I could say that this attitude was an anomaly, but it's something I've found all too common in this business.


Tim Carter
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Tim your comments are "end of history" thinking. This presupposes that the future has already been written and that it will proceed according to the rules of the past. In the future, as you see it, actors have no role in games because in the past they didn't. That's a logical fallacy.

In the future it may be that as all shooters and game engines begin to become stable, that the content creation becomes predominent in stablized gameplay types (e.g. first person shooters). Actors fall within that category, as do artists, writers, etc.

Since I'm commenting here, I should point out that the various actor union agreements don't pay "Fee + Share of Profit". They pay "Fee + Gross Residuals". Profit is subjective. Gross is objective.

Tim Tavernier
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@Jeff
Well yes, you "believe"...but I "think" he wasn't, since the terms "actor" and related terms are being thrown around like crazy, also he is an actor, someone with vested interest in promoting the advancement of better payed voice-acting, . You can "believe" anything you want, but lets try also looking at what he's actually saying. He is, in fact, advancing his believes system as fact, truth. This is not hard to spot, you just need to use some critical thinking and then project what he says to ACTUAL FACTS. His entire reasoning then falls apart. If he meant the broader context you "believe" he means, which I critically think he didn't, he wouldn't be ranting on and on about actors this and that. He would use examples from other professions.

Also the games you mentioned have sold well...inside their respective niche-markets. None of those games really advanced gaming in becoming more broadly accepted in society.
Also "But if you have a famous actor working on a project, you have them for their name. Sometimes that can be more valuable than what you end up paying them for the actual work." really? So how has Disney been doing without that all these years? Notice that Disney almost never uses famous actors. Maybe because these actors don't really add much at all! Maybe what the game/cartoon has to tell is much more important then the actor doing the telling? Ooooooh, revolutionary!

@Tim
No, I say everything with the knowledge that those things can change dynamically. I am a historian, I don't fall in those kind of theological traps. Games have a very unique content-dynamic that the other entertainment mediums don't possess (they can, but in far lesser degrees). Videogames allow people to create their own stories using the Play rules of the game as tools and the constructed Universe as world. For this to happen, voice-actors are not needed, even a pre-determined story is not needed. Can they help, sure..., will they become crucial, no. I rank voice-acting quite high on the diminishing returns curve (do notice, on this curve, the lower, the better), meaning, the more you invest in it, the less it will earn you back.

Will videogames create new ways of making playfields and universes, yes they will. Games 20 years from now will, hopefully, play and offer possibilities completely different then now. The need for voice-actors will stay minimal because it doesn't really add significantly to the core-dynamic of games, unless you wish games to follow Hollywood, then you're just stuck inside a self-fulfilling prophecy.

Dominic Cianciolo
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@Tim

"The need for voice-actors will stay minimal because it doesn't really add significantly to the core-dynamic of games"

Really? For every single title? Pretty narrow view of the game-space. For story-driven titles, where game designers are striving for ever greater levels of player immersion, acting talent will only become more important, not less. Not just for voiceover, but also for motion and facial. As fidelity increases, interaction with NPC's will need to be even more human in order for players to have an emotionally engaging experience.

Maurício Gomes
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Actually, I think that actors should be less crybabies...


* runs *

Ok, what I mean is: The game industry REALLY IS NOT the TV or Film industry, we DON'T NEED, the actors, we NEED programmers and artists. (theoretically, game designers too, but these can be doubled by programmers and artists, so ignore that... and in fact, not even artists are needed... look at VVVV, dwarf fortress, infocom...).

Pay is based on offer, and demand. The industry does not DEMAND actors, yet there are several actors out there, dieing to get into the industry...

So, the situation that I see, of the guilds of actors bothering the industry, is stupid. Specially when you see that the majority of actors hired are not in a guild or union anyway...

I am a indie game maker, I need musicians (not actors, my game is a breakout clone...), some went requesting royalties, and other continous pay stuff... All that I could awnser was: "Hell NO!" I don't know even if I will break even, I don't even can't get legalized (in the country where I am, opening a company costs the sufficient to pay about 10 of my games...), I can't hire a lawyer, or an accountant, the overhead of paying musicians (or actors...) in the structure that they are used in the film and TV industry, is a no-go.

That said, I worked in a TV ad and movie company that had a game making branch... At that company, we hired LOTS of actors, but when they came asking the same stuff they wanted when working for games, the company owner was happy to politely say no, and if they insist and get annoying, invite them to leave the building... Seriously, even with a decent budget, we don't NEEDED actors for the game, and the way that revenue from games come in, we don't know, if we can pay the actors in the way that they demand...

Yes, story-based games, have actors having a increasing importance, and should give some attention to actors, specially if they are higher in budget, but actors need to understand, that the game industry, is not really welcome to them, their work in the game industry is mostly, a luxury...

Jeff Beaudoin
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@Tim
He is giving us his perspective from inside a different, but related, industry on how things might be handled. Attacking him for it is unnecessary and unproductive. I would like to think that civility goes farther with the Gamasutra crowd than simply being inflammatory.

Disney is Disney. They don't need any other name but their own to sell their movies. Animation studios like Studio Ghibli and Pixar do in fact use famous talent to voice their movies and get great results.

Your argument seems to be that games have nothing to gain from actors because some games don't use actors. As the other commenters have pointed out, this is a logical fallacy. The games I listed above (Gears, Halo, Uncharted) are definitely better because the dev teams for those games went out of their way to get professionals to do the voice work. I don't think an argument can be made, for example, that Nathan Fillian added nothing to Halo: ODST, or that Nolan North wasn't important to the quality of Uncharted, or that Mark Hamill wasn't absolutely enthralling as the Joker in Arkham Asylum.

@Mauricio
I agree, not every game needs actors. The original poster's point really only makes sense in the context of games that do. I think the important part of his post is that rather than the only option being to offer an actor ridiculous pay or kick them out, there are other non-standard approaches that game developers (especially indie game developers) might try exploring.



Pascal Langdale
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First of all, thank you for all your comments, both 'for' and 'against'. Here are a few responses to add to the mix.

@ Tim Tavernier
As other commentators have noted I am talking about actors’ input into games that require their skills. For actors in the industry, and for those parts of the industry that want to use actors, it is indeed something of great importance, as it the first challenge any actor/employer will face together.

Hiring a high profile actor, for instance, may indeed make all the difference to the chances of your game making itself noticed in the market, and therefore its success. How much you pay him or her, is one part of how your budget will be shared out with other artists, and other departments, all of which must be balanced in terms of cost/benefit.

@Tim Carter
Its a fair criticism you make. My use of “share of profit” was a general, even colloquial term, meaning any system that ends up sharing out part of the profits made, of which the residuals pay structure is the most common in the west.

US residuals as defined by wikipedia: "Under the current system, the television production company retains 80% of the fees earned from reruns. The other 20% is paid to the various performers and off-camera crew."

@Mauricio Gomes; @Franklin Reese
At no point do I suggest that actors should be paid more than is fair. Fair means fair to both sides of the equation.

I also do not suggest that the film model should be directly imposed video game contracts. However, the principle behind the pay models should be considered. Incentivising and rewarding a workforce with a shared financial interest in the product or company is a model found in other industries, in the form of co-operatives, partnerships, share options and so on. The principle is established, and not something exclusive to the creative industries. Therefore, its not something that needs to be justified in its own right in this particular blog.

Of course, if you don’t value what actors and other artists can bring to an appropriate production, then don’t employ them. Competition and the market will decide if you’ve made the right call. But if you do, the ability to defer a certain amount of expenditure, and free up financing for the immediate costs of game development, might be a useful option.

@Franklin Reese
Recording studio time is not cheap, and getting someone who "sounds like the character looks", and can deliver the lines believably, as well as assuming different character voices if required, is a far more efficient way of ensuring quality than using amateurs.

As for the merits of Julia Roberts 'Radio face'... Commercials and film often use famous actors to provide the voice overs, because of the familiarity and associated ‘personality’ that the actor carries with them. Actor as 'brand', and this may be desirable for some games too. High profile actors also bring attention to a game, raising its profile in a competitive market. This is what a high profile actor can provide, more than his/her acting skills alone.

Tim Tavernier
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@ Jeff and Pascal
Yes, I knew that...I would like to think that people at Gamasutra are more critical thinking then this.

Also, Disney needed to built up its name, why does everyone think that when someone uses a company as an counter-argument everyone goes like "well, they have their own name"...that name had to built up at one point. It didn't appear out of thin air. Also, Studio Ghibli and Pixar don't use famous actors, only if they add something to the character, which was Disney does. If Robin Williams adds to the Genie, then they'll use Robin Williams, if the janitor adds more, they'll use the janitor (yes, I know, Robin Williams is the Genie, except the dutch version, the dutch Genie owns Robin Williams).

None of those actors you mentioned made the game better, since they're games, not movies, not cartoons, games. This is what I mean, the fantastic self-fulfilling prophecy that has contaminated videogame creation. "ooh ooh we need to be more like Hollywood, we need to have loads of stories and cut-scenes so we can express our genius, so we need good voice-acting. If the games then sells well, it's because of those things, absolutely yes sir!".

My argument isn't about videogames not needing voice-acting because some games don't use them. My argument is about games needing only minimal to even none voice-acting to sell well based on the best-selling games out there. Videogames do not need voice-acting to make any kind of improvement as videogames. Can it help? Yes! sure...is it needed? it is some kind necessity to the continual survival of videogames...no...far far from it. All I am reading is the "belief" that high-profile actors can make a difference and some lackluster examples of reasonable selling niche-games who off course magically could not have sold so reasonable in their niche without these glorious actors...prove this! Name one videogame that sold over 20 million copies because it had a high-profile actor in it.

Why this condition? Because the examples I gave, quite a good number of them have sold above 20 million copies on a single platform and the only somewhat known voice-actor in it is Charles Martinet, and he isn't even a voice-actor (or famous...I mean non-gamer famous). He practically does it as a hobby he gets payed for.

I do not practice a logic fallacy, I am merely attacking your belief systems and that's why everyone is so uppity. People don't like their belief-system being attacked and suddenly have to prove it? With facts? Yeah, you should try this new notion.

Jeff Beaudoin
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Your previous arguments are sweeping generalizations, leading to irrelevant conclusions.
Game X was successful without voice acting, therefore voice acting can have no contributing factor to success.

Your current argument is a straw man.
My argument: Voice acting can benefit the experience of a game.
The argument you refuted: Voice acting is the only contributing factor in the experience of a game.

Tim Tavernier
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"My argument: Voice acting can benefit the experience of a game.
The argument you refuted: Voice acting is the only contributing factor in the experience of a game"

Right, now we're getting somewhere... just replace "only" with "major/primary" and we're in agreement.

I like how people think I said that voice-acting has absolutely no function to play in videogames while I didn't say nothing of the sort and repeatedly used the difference between "need" and "could be useful". I was refuting the "need" part the blog author was bringing up, not the "could be useful" part some people have been using.

Also, there's a difference between "using a generalization" and "pointing out a dominant trend". I did the second based on a careful considered set of criteria and oodles of historical research. Maybe I made the mistake to not consider that not everyone has that same bagage...and for that I apologize.

Pascal Langdale
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In this blog I was making the point that video game contracts for artists, and indeed for regular employees, might do well to look at incentive based pay models that allow for a greater financial flexibility. I concentrated on the “increasing” use of actors in a growing, if niche, market, and the cultural clash that will need to be bridged. As an actor in this area of the industry, I do have a vested interest in fair pay structures, not just for better paid voice-acting (which you suggest in your second comment) but total performance capture.

But your first response was to draw on the subject of your thesis (your area of speciality I think?) to deny that it is something of importance, because narrative based games do not make the equivalent sales of major titles that do not include dramatic narrative.

This response is no argument against the subject or drive of my Blog.

In your second comment:

You you ask for facts. So here are a couple that you can research yourself.

1. In recent years there has been a growth in games that include, and may also rely on, dramatic narratives (Voice overs, cut scenes and interactive drama)
Examples, in no order... Alan Wake, Heavy Rain, Uncharted, Half-Life games, Max Payne, Metal Gear Solid, Fable , Fallout, Bioshock, Final Fantasy, Grand Theft Auto, Indigo prophecy, Mafia, particularly the upcoming Mafia II and LA Noire...etc... etc..

2. These games are finding an audience, and they are growing in sales.

3. More directors, actors, writers and musicians who normally work in other industries, are being employed by the games industry, to adapt what they can offer to the needs of the game. Note I say “adapt”, not “impose” as you seem to suggest.

I am not using a generalisation, this is a mix of personal experience from within the industry, and observing a trend from outside of it.

On Disney:
You make the argument that Disney “almost never uses famous actors”. I’m not sure why you later include Disney Pixar in that statement. Take a look at their feature length releases, and count up the number of famous actors. Those that are not famous, are nonetheless well known and well respected in the industry. “almost never” here is an exaggeration at the very least.

It would be lovely to think the story that any media has to tell will find its way in a competitive market on its inherent qualities alone. However, that is not to live in the real world, and producers will use many options at their disposal to raise their work’s profile. This has probably always been the case. Famous actors are one of those options. An actor can also provide a human face to the CGI character, at the interviews and press junkets, lend their familiar voice known by millions; and their well known personality, together with the voice, adds depth to the character for the audience.

I actually agree with you that a good story well told should live and die on its own merits, find its audience on its own merits etc.. But I would suggest (with no hard scientific evidence to point to, although I’m sure its out there - just observation of group human-behaviour) that all industries have their share of nepotism, etc. that stands in the way of true meritocracy. Even communities that value the ideal of meritocracy often end up subverting their best efforts at making it a reality. (look at the recent argument over preferential treatment to US based peer reviewed journal submissions in the area of genetics)

You also state you are a historian, and know that dynamic changes can occur, but there is a contradiction here as you state certain things as being unchangeable, based on imperfect knowledge:

The video games industry is new, dynamic, and evolving. Basing an argument on fundamental truths established on the relative success of a particular genre in a short timescale, means long-term future predictions based on these “truths” are a little shaky. Dramatic genres in the arts, for comparison, have been established over a period of a couple of thousand years. Tragedy, Comedy, the Quest etc... can be traced in written records back to the Greeks. How they work on audiences, and how they please them hasn’t changed all that much for some years. And hold back that urge to type, we’ll come to your “core dynamic” in a bit.

Lastly you finish with a contradiction.
First a statement that many yet-to-be-imagined possibilities are out there:

“Will videogames create new ways of making playfields and universes, yes they will. Games 20 years from now will, hopefully, play and offer possibilities completely different then now.”

Then, an assertion that the ‘core dynamic’ means you can predict that:
“The need for voice-actors will stay minimal because it doesn't really add significantly to the core-dynamic of games, unless you wish games to follow Hollywood, then you're just stuck inside a self-fulfilling prophecy.”

What is this core dynamic? The rules of gameplay, yes, but there are many ways to play games. The ”truths” of game play go back a few thousand years too, wouldn’t you say? So putting a higher value on certain “core dynamics” of video game genres because they have sold well in a new media, is somewhat short-sighted.

In the real world, there are social and behaviour based games, that require a human, and interactive element. The exploration of this area is resulting in an interest towards interactive drama, or Empathy Games, that technology is now beginning to open up, and moving away from voice-only actor contribution. The ability to make emotionally based choices (provided by dramatic context) can be considered part of a wider definition of gameplay, whilst remaining ludic. Video games are allowed to expand in this direction, without losing any rights to stake a claim of importance.

Heavy Rain had no famous actors in it, but still managed to break a niche market barrier of 1 million. And yes, the involvement of professional actors was needed in Heavy Rain and did make it better, and I could write an entire blog on how, but it would be about the differences between amateurs and professionals and their relative skills. Incidentally, we all (with two exceptions) did our own motion and facial capture, not just voice. But this is not really appropriate for a gamasutra blog, I think. The evidence for the contrast between amateurs and professionals can also be found elsewhere.


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