The
spoken word has always been a fundamental part of the communication of
story, information and emotion in video games. Over the past twenty or
so years the degree to which the word, voice, and more recently the
‘actor', are involved with games has dramatically increased and shifted
towards a Hollywood model. Most big production games now include huge
voice-over budgets, utilizing Hollywood's talent pool. In this third
and final part of our look at Hollywood sound integration into video
games, we examine the way games are written, cast and how voice is
integrated into gameplay.
Early Text Story Telling
Traditionally games have been designed around a combination of simple gameplay elements, from early platform games such as Donkey Kong and 3rd person combat games like Street Fighter
all the way through to driving and flight simulation. These early
games, even though they produced sound effects and music, could be
thought of as ‘silent film' in that they had no voice, only text-based
‘intertitles'. The stories and characters in these early games are very
simple and therefore very quick to pick up and play. You are introduced
to a character, more often than not in arcade games by the art work on
the side of the arcade machine. The early artwork for the Space Invaders
video game, for example, was all that was needed to communicate the
story and the action a player could expect. This carried through into
the first home computer game systems, the cover art on the cassette
tapes and cartridges communicating the majority of the action and story
information. Basic story began to be elaborated upon by some
introductory text on the inside of cassette covers. In Software
Project's 1984 game Jet Set Willy, the story runs as follows:
“Miner
Willy, intrepid explorer and nouveau-riche socialite, has been reaping
the benefits of his fortunate discovery in surbiton. He has a yacht, a
cliff-top mansion, an Italian housekeeper and a French cook, and
hundreds of new found friends who REALLY know how to enjoy themselves
at a party.
His
housekeeper Maria, however, takes a very dim view of all his revelry,
and finally after a particularly boisterous thrash she puts her foot
down. When the last of the louts disappears down the drive in his Aston
Martin, all Willy can think about is crashing out in his four-poster.
But Maria won't let him into his room until ALL the discarded glasses
and bottles have been cleared away.” (1)
Jet Set Willy only had the most basic of backstories.
Based on a hallucinogenic hangover, the objective of Jet Set Willy,
which turns out to be an almost incompletable and long game, is very
simple: to collect all the bottles and glasses from the various rooms
in the mansion. You are vaguely introduced to back characters through
the text, of which only Maria the housekeeper is actually in the game.
This kind of information is designed to be read as the game loads up,
an activity that would often take up to four minutes. Even these
earlier narrative forms communicating game story, though, connect to
cinematic traditions. This style of intro story is comparable to the
opening text we see in Star Wars for example. In the case of Jet Set Willy,
the player is posited in third person, controlling the character of
Miner Willy. Second person examples of introductory narrational text
also exist, as in Saboteur from Durrell in 1984 which follows a similar quick injection of back story:
“You
are a highly skilled mercenary trained in the martial arts. You are
employed to infiltrate a central security building which is disguised
as a warehouse. You must steal a disk that contains the names of all
the rebel leaders before its information is sent to the outlying
security stations. You are working against the clock, both in getting
the disk, and in making your escape…” (2)
Here,
story, then objectives, are revealed. A second person narrative is
established where ‘you' are directly addressed in the form of a mission
briefing. Both of these second and third person positions are still
used in intro movies today.
The
notion of establishing story very quickly so that the player can pick
up, play and be immersed in the game is something that still very much
exists. The evolution of the ‘intro movie' or intro ‘Full Motion Video'
(FMV) is born out of this need, and, as hardware and software power has
increased, the sinews connecting games to Hollywood film are becoming
stronger. An intro FMV (or Non Interactive Sequence (NIS) using the
game engine to render the movie), today consists of a 1-2 minute
prologue in which the player is immersed into the action through
cinematic storytelling techniques; sound, dialogue and music are all
used in exactly the same way that they are in any Hollywood film, so
that when the player actually gets into gameplay, they understand the
motivations of the character and of any back story. This is all done
for the purposes of immersion; story and motivation first, then
objectives later. Objectives of actual gameplay are left out of the
establishing intro movie and are contained in either a more
informational tutorial mode, or are often revealed as you play through
the game.
Writing
the early back story used to be simple, and anyone could do it as it
required little more than creating some very basic motivational
information that didn't even need to relate too closely to the
characters or experiences of gameplay, as seen in Jet Set Willy.
However, with the arrival of the spoken word to video games, the
professional skills of the writer and the actor have become critical to
production.
The Arrival of the Spoken Word
The
technical limitations of the early home PC systems such as the ZX
Spectrum and the Commodore 64, and early consoles such as the NES,
resulted in some creative ways to employ voice in order to both market
and bring a cinematic edge to early games. Usually these attempts used
the B-side of the tape, or a supplemental tape that contained music or
a theme song, or even full blown, slickly produced ‘interactive'
content.
AutomataUK's ambitious 1984 release Deus Ex Machina,
for example, featured a tape that you played along with the game. This
tape consisted of a full soundtrack with music, sound effects and voice
narration by John Pertwee, Ian Dury, Donna Bailey, Frankie Howerd, E P
Thompson and Mel Croucher. This is more along the lines of a
progressive rock concept album than a video game of the time, and
represented a glimpse into the future; albeit rather more abstract in
its nature than a Hollywood action movie. It basically introduced the
notion that the story will move forward beyond the introductory plot
line and be developed with equal production value as you play through
the game, and will conclude in a suitable narrative manner. The
interactive nature of this content was by today's standards simplistic
and along the lines of ‘press stop now and resume the tape when you are
given on screen instructions'. However, this is one of the only
examples in early video games of syncing of several different media.
This bears a striking technical and aesthetic relationship to the way
that early ‘silent' film attempted to create sync sound by either piano
accompaniment or sound effects created live to the picture. (3)
It was not until Dragon's Lair that the human voice was featured in a video game.
Stereo sound, and, in fact, the human voice, were not featured in games until the arcade game Dragon's Lair
in 1982, voiced by none other than the very Disney animators who made
the game. Actual in-game, interactive voice samples were not fully
developed until the arrival of the NES and Amiga, and eventually,
movies streamed from CD-ROM discs enabled a more cinematic production
value. The appearance of Mark Hammil and Malcolm McDowell et al, in
1994's Wing Commander III and the Wing Commander series
helped to give birth to the FMV movie and the notion of cinematics
sequences in video games. These movies did tend to leave somewhat of an
obvious gap between the live action movies and the gameplay experienced
by the player; however they pushed the bar further than anything heard
previously in terms of immersing the player into a tangible universe
populated with believable characters. In 2002, Rockstar Games pushed
the use of star talent even further into the AAA range with their title
Grand Theft Auto: Vice City, in which Dennis Hopper, Ray Liota, Burt Reynolds, and Deborah Harry among others, appeared as character voices.
Star Acting Talent
The
sudden influx of Hollywood talent from all corners of the production
environment; dialogue, animation, visual effects, and music
composition, implies a large increase in production value. However,
there are still some areas where the skill-sets haven't quite ported
over as successfully as others. The music composition side is working
out well, with new structural languages being defined to accommodate
already existing composer's models and work flow. The dialogue side, on
the other hand, seems to have been in a transitional phase despite the
occasional caliber of GTA voice talent; however, over the last
five or so years this has started to change. The changes are very much
down to how well the writer understands the needs of gameplay, and how
much money is invested in actors who can make the lines come to life
while incorporating a degree of improvisation. Currently an audience
seeing the cinematic trailers flaunted by next generation titles are
expecting nothing less than a motion picture experience from a video
game that cost around $60. The notion of getting properly trained and
paid actors onto an interactive project is still a relatively new thing
for most developers to deal with. Around ten years ago game developers
tended to get their friends in to do the voices for game characters, or
to employ cheap local student talent, both of which, while cost
effective for production, would invariably undermine the believability
of the finished product, and more often than not result in the
long-term failure of the game. This attitude, to some extent, still
exists in some dark corners of game development, with those who don't
understand audio and its relationship to immersion and all other
aspects of gameplay. In terms of the actors themselves and their
representation within the games industry, the Screen Actors Guild (SAG)
now represents a large portion of the acting talent in the USA and is
creating representation ensuring scale deals that, although not equal
to the deals they get in motion pictures, are nonetheless big figure
deals.
The
importance of having star actors is beginning to be widely recognized;
as well as adding quality to the finished product, their name
association allows a great deal of additional marketing to occur, which
in turn enables the creation of a certain amount of excitement around a
project. The marketing happens in exactly the same way that a movie
uses a star name and the model is being refined and based on movie
marketing even more as development moves into next generation consoles.