The early 2000s was a transformative period for the video game industry. Console gaming was at its peak, with Sony's PlayStation, Microsoft's Xbox, and Nintendo's Wii and DS commanding significant market share. While these consoles were competing against each other, there was also a significant shift happening in the gaming landscape – the rise of voice acting. During this period, the workload of voice actors was primarily influenced by the type of games produced for each console rather than the consoles themselves.
Sony's PlayStation was known for its expansive library of games, many of which were RPGs (Role Playing Games) and story-driven action games. Series like "Final Fantasy," "God of War," and "Metal Gear Solid" relied heavily on voice acting to tell their stories. These games often had intricate storylines and large casts of characters, leading to a high demand for voice actors. The complexity of the narratives and the sheer number of characters often required voice actors to put in long hours to bring these characters to life. As a result, voice actors working on PlayStation titles often had substantial workloads.
Microsoft's Xbox catered to a slightly different audience with a focus on Western RPGs, first-person shooters, and action games, many of which also featured rich narrative experiences. Games like "Halo," "Fable," and "Mass Effect" featured substantial voice acting to create immersive experiences. Therefore, the workload for voice actors in Xbox titles was also significant. While the overall approach to voice acting was similar to that of PlayStation, the Xbox's demographic often demanded more realistic, less stylized voice acting, leading to a different type of performance and preparation workload.
Nintendo's approach to gaming has traditionally been different from Sony's and Microsoft's. The company focused more on gameplay and less on narrative-heavy titles, especially in the early 2000s. The Wii and DS were known for their family-friendly games and innovative use of motion controls and dual screens, respectively. Many of Nintendo's flagship games like "Super Mario," "Zelda," and "Pokémon" didn't heavily feature voice acting, instead opting for text-based dialogue or simple character sounds.
However, there were exceptions like the "Metroid Prime" series or "Fire Emblem" titles, which included voice acting, though to a lesser extent compared to many PlayStation or Xbox games. As a result, the overall workload for voice actors in Nintendo's Wii and DS games was generally lower compared to their Sony and Microsoft counterparts.
While the consoles themselves didn't dictate the workload of voice actors, the types of games being developed for each platform did. The narrative complexity and the role of voice acting in RPGs and action-adventure games typically increased the demand and, by extension, the workload for voice actors. Conversely, platforms focusing on family-friendly, gameplay-oriented titles required less voice acting.
In conclusion, the early 2000s saw a surge in voice acting in video games, largely driven by the rise of narrative-heavy titles. The workload for voice actors was primarily influenced by the type of games produced for each console. Sony's PlayStation and Microsoft's Xbox, known for their RPGs and story-centric games, usually had a higher demand for voice acting compared to Nintendo's Wii and DS, which focused more on gameplay and family-friendly experiences. This period laid the groundwork for the voiceover industry's importance in gaming, a trend that has only grown over the subsequent decades.
Voice Acting and Console Gaming by Alan Shires