“Voice acting has long been Hollywood’s Wild West,” says Shirley Lee in the next article. AtlanticThis description was not as accurate as it was during the war. Bayonetta 3 The Helena Taylor controversy exploded online in October 2022.
Main character Bayonetta’s original voice “Taylor” released Series of videos on Twitter PlatinumGames, the developer of the popular action trilogy, previously announced that this was due to scheduling conflicts. A video thread of Taylor said she was only offered $4,000 to reprise her role.
read: Bayonetta 3: Source of complaints from voice actors
After turning down the studio, Taylor was subsequently replaced by Jennifer Hale. world of warcraft, overwatchWhen Hello.
Shortly after Taylor’s post was published, bloomberg published a report (later VGC) revealed that there are many more possibilities for the story.Anonymous Bloomberg sources say Taylor was offered his five sessions for $4,000. eachher total remuneration far exceeds US industry standards.
Both parties have been on a strong footing since then, but the turmoil that broke out over fair pay for voice actors is still alive and well. Still, it remains to be seen if the conversation sparker will actually move the needle in any of these problematic conditions.
complicated situation
Emma Samuel is a senior agent and business manager at voiceover agency Voice Squad. She told GamesHub: Bayonetta 3 Controversy is a “complex situation”.
“I don’t think I can comment on the details of that story, but I personally agree with the overall lack of transparency around salaries within the industry,” she said. The gaming industry is a multi-billion dollar industry, but game narration work is such a desirable job for artists that it can be done for low wages. , it is up to the voice acting industry to set and enforce standards.
Similarly, an award-winning international voice actor Stephen Cornickard (Plague Story: Innocence, dragon age) He told GamesHub that he first noticed “conflicting data” regarding paid packages offered and requested. [his] Be mindful of the situation in some way.
But like Samuel, he said, “As voice actors, we were very underpaid. Some titles make a lot of money, but most of them don’t go to VA.” [voice actor].’
read: A Plague Tale: Requiem – Actress Charlotte Barney on her portrayal of Amicia
“The problem is that everyone wants to work in video games because it’s the best job. But this means that we actors are lagging behind in terms of supply and demand. In effect, we are competing against each other in a race to the bottom, and in the face of this race, we have very little to fall back on.
The aftermath has not yet reverberated
When asked if there had been any notable changes in light of this debate over the past few months, Kounicard said, “No.”
“I have been a VA for the past 25 years – I started voicing games when games learned to speak – [but] I consider myself first and foremost an actor. I accept or reject the contract based on my threshold at the time, given my interest in the character. I didn’t get into this business for the money.
According to Samuel, “nothing has changed” in her office either. “But it underscores its recent importance. [Equity UK and OMUK] Consensus and how important it is for voice agents to drive these standards from all companies.
This agreement was a step in the right direction for Samuel and her team. Unlike her SAG-AFTRA agreement in the United States, British and Australian law prohibits the enforcement of universal union rates. Instead, the guidelines are only recommendations and unfortunately are easily ignored.
“At the moment, the model for voice work in the UK is based on gaming budgets (for companies following the Equity’s Agreement) or bandwidth rates,” says Samuel. ‘[That means] Artists can play a major role, and this is only reflected in the time spent recording. A major player her character role is likely to be paid the same amount as a non-player her character, unless the artist is a “name”. The only difference is the length of time worked.
“The nature of game development often requires confidentiality, and characters can change quickly,” she continued. “But that often means that actors don’t know the full extent of their role until they enter the session. The time for agents to negotiate on their behalf is well past.”
What are the next steps?
For Cornicard, the film and television model offers a solution to this problem. “Sales-based residuals and royalties are the way forward. There’s no reason why we can’t find a system that makes the system work for games. I still get royalty payments from my work.
UK based voice actor Natalie Winter (Excavating a hob barrow, Lego Star Wars: Skywalker Saga, assassin’s creed valhalla) volunteered another avenue worth considering: ‘Unionise!’.
read: Unionizing Freelancers: Why Is It Worth It?
“There are ongoing and frequent conversations about fees and working conditions not just for voice actors, but for the gaming industry as a whole. I encourage developers who are not considering joining a union to do so.”
Emphasizing the complexity everyone is hinting at, Winter added: I wish the curriculum would devote time to teaching a module on working with freelancers in college game development courses. [and] Not just voice actors.
All the VA professionals we spoke to Bayonetta 3 The debate has shed some light on the (long-awaited) issue of fair wages, but “more transparency” in general is still needed.
For Winter, this is evident in his pervasive attitude that “anyone” can do the voice acting job.
“Today, there are jobs out there that work with voices of all accents and tones. They don’t have to have a specific ‘sound,’ but they do require a dedication and investment in skills to treat voice acting as a business. The vocalization of the game is to the extreme of everything that comes with it, just like doing vocal stunts. But we don’t assume that “anyone with a body” can safely walk down stairs without training. [possess] Networking skills to get the job in the first place.
From Samuel’s side of the table, more transparency in the information she and her clients receive would be welcome. “Often, I send artists to recording sessions and only give them the bare minimum of information about the game and the roles they play. No one likes working.
“You have to go back many months to know which games they worked on because the codenames and how the games are released change. Year later. At the moment, only my most “game-savvy” artists can find the finished product of the game they’re working on, and most of them have the actual game name ( I don’t even know the character name).
“It’s entirely possible that an artist has an iconic role and doesn’t know it.”