TEXT OVERLOAD VS. VOICE ACTING (Posted 2009-11-12 12:00:00 by basscomm) We're at an interesting place in the evolution of video games. It's now possible to have hours and hours of high-definition spoken words played back in your game. This is a far cry from just 20 years ago when hearing a couple of words compressed nearly to oblivion was considered pretty amazing. Like in Blades of Steel. So, since space was at such a premium, if you wanted lots of dialogue, you were limited to text, lots and lots of text. Which never bothered me too much, it was a limitation of the media. But games have now evolved where multi-minute scenes are played out (with varying levels of talent, but that's fodder for another discussion), and text-heavy exchanges are becoming more and more infrequent. And, to be honest, I hadn't really given that a whole lot of thought either, until I was watching some video game review show or another and one of the reviewers actually gave the game a lower mark because he had to read too much. He was of the opinion that technology had progressed to a point where everything can be voiced, so everything _should_ be voiced. But does it really add that much to the experience? Yeah, it's great to hear what the developers think the characters should sound like so I don't have to improvise voices in my head, but I can actually read far faster than most people talk. So if I come across a game that has the audio subtitled, I end up skipping over the dialog and reading the text instead. Which ends up sounding pretty herky-jerky [ http://www.merriam-webster.com/dictionary/herky-jerky ] and unbelievable. So, for me, the jury's still out. I don't mind doing a lot of reading, but, I have to admin, having big blocks of text punctuated by the occasional voice-acted section (for the important plot points) is kind of nice. -------- There are no comments on this post. To submit a comment on this post, email basscomm@crummysocks.com or visit us on the web [ http://crummysocks.com ].