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Post by Mighty Attack Tribble on Oct 19, 2022 12:39:23 GMT -5
Also, how baffling is it that video game VAs/developers don't receive residuals or royalties from sales? I just always assumed that was a mandatory thing for any form of media entertainment (movies, syndicated television, books, music...). How do video games manage to escape that? It's not unheard of for developers to receive bonuses based on sales performance, but royalties are almost exclusively for celebrities who are able to negotiate them for use of their voice and/or likeness.
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Post by darbus alan on Oct 19, 2022 14:02:07 GMT -5
Just another prime example of why you shouldn't form an opinion until you hear both sides of a story. Also, how baffling is it that video game VAs/developers don't receive residuals or royalties from sales? I just always assumed that was a mandatory thing for any form of media entertainment (movies, syndicated television, books, music...). How do video games manage to escape that? Royalties and residuals were fought for in other entertainment fields through unions that organized the workforce and took actions like strikes to get what they deserved. The video game industry doesn't have any industry-wide organized labor. Voice acting is also this weird gray area that SAG-AFTRA doesn't really cover. A lot of voice actors are members of the union, but only because a lot of them also do live action acting.
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Facetious
King Koopa
ADAM COLE BAYBAY
Posts: 12,466
Member is Online
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Post by Facetious on Oct 24, 2022 7:39:00 GMT -5
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Post by Hypnosis on Oct 24, 2022 9:29:54 GMT -5
This feels so long ago now:
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Post by Koda, Master Crunchyroller on Oct 24, 2022 9:50:32 GMT -5
It would appear, as much I can’t believe I am about to say this, that this whole situation likely spiraled from god damned VGChartz of all things, the damned site that continues to haunt gaming discourse.
Basically, the working theory is, this whole shebang is because Hellena had a warped idea of the value of the property, thus making the offers from Platinum for her to reprise the role for Bayo 3 seem like massive lowball offers to her. She continues to maintain the idea that Bayonetta as a franchise is worth $450 million. At the standard $60 a pop to generate $450 million the series would need to sell 7.5 million copies. Which…as it would turn out is exactly to the decimal the number you get if you combine all the listed numbers when you search Bayonetta on VGChartz. However, the wrinkle is VGChartz, to the one bit of credit I can give them, lists series sales on the macro and micro levels, going in order from the total series sales, to the combined sales across all platforms for a title, to the individual platform sales, meaning they actually are a lot of duplicate sales. They currently list the overall series sales for Bayonetta to be 3.09 million, which would be $185.4 million, and that’s a best case scenario.
Basically this is all because she likely one day googled “Bayonetta sales figures” and did the math wrong.
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Post by Alyce: Old Media Enthusiast on Oct 24, 2022 12:03:10 GMT -5
WELP. Seems like she was just making a scene and probably cost herself future jobs. Not to mention exposed a lot of her awful beliefs to way more people.
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Post by Rocky Raccoon on Oct 24, 2022 12:25:46 GMT -5
Dang. She so bad at this.
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Post by Mighty Attack Tribble on Oct 24, 2022 13:15:15 GMT -5
(Language warning)
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Post by Natural Born Farmer on Oct 24, 2022 13:38:12 GMT -5
Can't you knock out an entire voice acting job in a matter of hours?
Getting paid even $4k for that sounds like a pretty good day to me. I wish she was getting paid more, but I wish that for everyone in every job.
Trying to bury the game, which hundreds of other people worked on, because she's upset sounds next level petty and selfish to me.
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champchumpchange
Don Corleone
Everyone needs to drive a vehicle, even the very tall.
Posts: 1,682
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Post by champchumpchange on Oct 24, 2022 16:57:40 GMT -5
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lucas_lee
Hank Scorpio
Heel turn is finished, now stripping away my personality
Posts: 6,972
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Post by lucas_lee on Oct 24, 2022 17:00:19 GMT -5
Helena just set back the VA payscale movement backwards for years to come. Good job you dumb **** I hope that shit was worth it. She did more damage to other VAs than to herself with her lies.
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Post by Mighty Attack Tribble on Oct 24, 2022 17:06:41 GMT -5
Jennifer Hale might be under an NDA, but she has absolutely no f***s to give when it comes to her Twitter likes. Probably safe to say Hellena Taylor won't be getting a Christmas card from her.
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Post by Hypnosis on Oct 24, 2022 17:10:35 GMT -5
Jennifer Hale might be under an NDA, but she has absolutely no f***s to give when it comes to her Twitter likes. Probably safe to say Hellena Taylor won't be getting a Christmas card from her. Score one for Dr. Naomi Hunter.
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Bobeddy
Bill S. Preston, Esq.
Made a Terrible Mistake
Posts: 15,183
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Post by Bobeddy on Oct 24, 2022 18:34:25 GMT -5
Can't you knock out an entire voice acting job in a matter of hours? Having worked with a bunch of VA's for commercial work and listened to a lot of podcasts with VA's in the entertainment industry, even a 'short' recording session can take a lot longer than you actually think. This is a simplistic approach, but let's say you've an hour's worth of speech to record and you break that hour down into 30 second segments, that's 120 segments to record. For each of those segments there'll be multiple takes recorded, some 'just to be safe' and some because maybe the voice director wants different reads and emphasis on the lines. Then of course you'll have some takes where lines get flubbed. So let's say each of those 120 segments takes an average of 5 minutes each. That's 600 minutes, which is 10 hours. 10 hours doesn't sound like a lot on paper but have you ever tried talking for 10 hours straight? Have you done that while modifying your voice to sound different? Or doing lines which require you to yell? Vocal chords are essentially muscles which if put under too much stress for prolonged periods can cause them to weaken. So depending on the intensity of the recording the session might be capped at a certain amount of hours per day to allow time for the muscles to recover. Otherwise you could have the character sounding very different throughout the project. Then when it comes to video games you have to factor in all the non-dialogue recording that's done such as grunts and hit responses.
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Post by A Platypus Rave is Correct on Oct 24, 2022 21:25:25 GMT -5
Can't you knock out an entire voice acting job in a matter of hours? Having worked with a bunch of VA's for commercial work and listened to a lot of podcasts with VA's in the entertainment industry, even a 'short' recording session can take a lot longer than you actually think. This is a simplistic approach, but let's say you've an hour's worth of speech to record and you break that hour down into 30 second segments, that's 120 segments to record. For each of those segments there'll be multiple takes recorded, some 'just to be safe' and some because maybe the voice director wants different reads and emphasis on the lines. Then of course you'll have some takes where lines get flubbed. So let's say each of those 120 segments takes an average of 5 minutes each. That's 600 minutes, which is 10 hours. 10 hours doesn't sound like a lot on paper but have you ever tried talking for 10 hours straight? Have you done that while modifying your voice to sound different? Or doing lines which require you to yell? Vocal chords are essentially muscles which if put under too much stress for prolonged periods can cause them to weaken. So depending on the intensity of the recording the session might be capped at a certain amount of hours per day to allow time for the muscles to recover. Otherwise you could have the character sounding very different throughout the project. Then when it comes to video games you have to factor in all the non-dialogue recording that's done such as grunts and hit responses. For video games you could probably get an entire session out of just like gasps and grunts.
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Post by Hypnosis on Oct 24, 2022 21:52:49 GMT -5
Having worked with a bunch of VA's for commercial work and listened to a lot of podcasts with VA's in the entertainment industry, even a 'short' recording session can take a lot longer than you actually think. This is a simplistic approach, but let's say you've an hour's worth of speech to record and you break that hour down into 30 second segments, that's 120 segments to record. For each of those segments there'll be multiple takes recorded, some 'just to be safe' and some because maybe the voice director wants different reads and emphasis on the lines. Then of course you'll have some takes where lines get flubbed. So let's say each of those 120 segments takes an average of 5 minutes each. That's 600 minutes, which is 10 hours. 10 hours doesn't sound like a lot on paper but have you ever tried talking for 10 hours straight? Have you done that while modifying your voice to sound different? Or doing lines which require you to yell? Vocal chords are essentially muscles which if put under too much stress for prolonged periods can cause them to weaken. So depending on the intensity of the recording the session might be capped at a certain amount of hours per day to allow time for the muscles to recover. Otherwise you could have the character sounding very different throughout the project. Then when it comes to video games you have to factor in all the non-dialogue recording that's done such as grunts and hit responses. For video games you could probably get an entire session out of just like gasps and grunts. It would be like that guy on Twitter who edits Hulk Hogan promos down to just that after the initial sentence.
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Post by EoE: Well There's Your Problem on Oct 25, 2022 1:27:42 GMT -5
For video games you could probably get an entire session out of just like gasps and grunts. It would be like that guy on Twitter who edits Hulk Hogan promos down to just that after the initial sentence. I’m obsessed with one of those for Randy Savage’s “Cream” promo: youtu.be/C5--J__KOcw
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Deleted
Deleted Member
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Post by Deleted on Oct 25, 2022 2:06:21 GMT -5
Having worked with a bunch of VA's for commercial work and listened to a lot of podcasts with VA's in the entertainment industry, even a 'short' recording session can take a lot longer than you actually think. This is a simplistic approach, but let's say you've an hour's worth of speech to record and you break that hour down into 30 second segments, that's 120 segments to record. For each of those segments there'll be multiple takes recorded, some 'just to be safe' and some because maybe the voice director wants different reads and emphasis on the lines. Then of course you'll have some takes where lines get flubbed. So let's say each of those 120 segments takes an average of 5 minutes each. That's 600 minutes, which is 10 hours. 10 hours doesn't sound like a lot on paper but have you ever tried talking for 10 hours straight? Have you done that while modifying your voice to sound different? Or doing lines which require you to yell? Vocal chords are essentially muscles which if put under too much stress for prolonged periods can cause them to weaken. So depending on the intensity of the recording the session might be capped at a certain amount of hours per day to allow time for the muscles to recover. Otherwise you could have the character sounding very different throughout the project. Then when it comes to video games you have to factor in all the non-dialogue recording that's done such as grunts and hit responses. For video games you could probably get an entire session out of just like gasps and grunts. That remind me of a story from Sakurai on how they brought back the voice actor of captains falcon for the min min trailer just so they could record him eating ramen.
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Bobeddy
Bill S. Preston, Esq.
Made a Terrible Mistake
Posts: 15,183
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Post by Bobeddy on Oct 25, 2022 5:02:27 GMT -5
Having worked with a bunch of VA's for commercial work and listened to a lot of podcasts with VA's in the entertainment industry, even a 'short' recording session can take a lot longer than you actually think. This is a simplistic approach, but let's say you've an hour's worth of speech to record and you break that hour down into 30 second segments, that's 120 segments to record. For each of those segments there'll be multiple takes recorded, some 'just to be safe' and some because maybe the voice director wants different reads and emphasis on the lines. Then of course you'll have some takes where lines get flubbed. So let's say each of those 120 segments takes an average of 5 minutes each. That's 600 minutes, which is 10 hours. 10 hours doesn't sound like a lot on paper but have you ever tried talking for 10 hours straight? Have you done that while modifying your voice to sound different? Or doing lines which require you to yell? Vocal chords are essentially muscles which if put under too much stress for prolonged periods can cause them to weaken. So depending on the intensity of the recording the session might be capped at a certain amount of hours per day to allow time for the muscles to recover. Otherwise you could have the character sounding very different throughout the project. Then when it comes to video games you have to factor in all the non-dialogue recording that's done such as grunts and hit responses. For video games you could probably get an entire session out of just like gasps and grunts. Exactly. I can't remember the guest but I remember an episode of Rob Paulsen's Talking Toons podcast where the guest was saying those incidental reaction noise recordings for video games are some of the toughest gigs. It's basically hours in a booth being told to yell and grunt with direction like "Okay, you're climbing over a wall. Okay, now you're climbing a ladder. Now you're climbing a ladder on a wall", and having to try to make them all sound distinct.
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Post by Saiyanic Panic on Oct 25, 2022 11:02:04 GMT -5
This feels so long ago now: Oof. If nothing else this trainwreck reminded me how much I like this remix.
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