I've played a lot of adventure/story-based games with voice in them. And I've made some with voice too, e.g.
DROD. And I spent a few years producing audio dramas and running a voiceover studio.
I've come to the conclusion that subtitles or captioning in games are a dismantling of the ideal experience.
The character's voice starts talking. Player sees the text on the screen that says exactly the same thing. Player reads the text before the voice completes. And then the player has no use for the voice. It's redundant.
Reading the text requires a little spike of attention taking you away from proper gameplay for a moment. Many games make this departure from the game official by putting interacting with characters inside of dialogue trees or other side-UI. Sometimes, this mini-game treatment can be made into something worthwhile, e.g. the humorous dialogue of
Thimbleweed Park and other Gilbert adventures.
I'd never watch a stand-up comedy special with subtitles on--it ruins the punchlines. Similarly, if you throw text up ahead of the spoken word, jokes, dramatic proclamations, and other strong moments that rely on suspense are dampened.
And if a game seeks to have an immersive quality, where you can forget a little bit that you're playing a game... text overlaid on the screen breaks this as well.
The economics of developing games with voice bias game makers towards use of subtitles. There are two big reasons for using them: cheap localization and limiting VO retakes.
For cheap localization, we often want to record in one language, usually English, and use subtitles for the other languages. It's quite a bit more expensive to record in languages for all your markets rather than get subtitle text translated.
It's also expensive to bring VO actors back in for retakes when lines are not read articulately enough to be well-understood. It might seem like it's easy to catch this in the first recording session, but even with a recording engineer paying very close attention, a lack of clarity might not be found until editing or worse, playtesting. Arranging multiple sessions with actors can be difficult. They may be tied up in different projects and lose availability. If you're using SAG/AFTRA actors, there are minimum session fees that cause a 10-minute recording session for retakes to cost as much as a 2-hour session.
You know what's a lot cheaper than getting really good, clear lines? Throwing some subtitles on the screen.
I wouldn't ever say, let's not have subtitles. We want deaf people to be able to enjoy games with character dialogue, for example. Sometimes players want to play games in environments where they can't have audio turned on. Localizing with subtitles is often the only practical solution for a project's budget, and not having them means leaving out players who don't share the recorded language.
But I think that in most adventure/story-based games, the default experience should be "
subtitles off"
. Those games should be designed for that experience as the ideal and offer subtitles as an extra setting that can be used if somebody needs it.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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