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Narration is a powerful tool in storytelling that can only be effectively used if provided with the right character, the right story and the right technique. In the case of a game, I believe it is only through voice acting can the narration technique can be effectively used and be extremely effective.
“Hello, my name is Drew. You can call me Drew. I live in Washington D.C. eight out of twelve months. I have been visiting RPGamer for seven years now!”
Have you ever wonder what it would be like if you heard Cloud’s voice in Final Fantasy VII? I do too. I think the presence of the voice, if done well, creates a better sense of feeling the mood, the atmosphere, and the emotions. Take for example, that day five years ago story in Kalm, reading a bunch of text is cool and all, but I think it would be more dramatic, more creepy if Cloud spoken the scene. I still enjoyed that story, despite text, but if someone skillfully spoke the scene and the story.
What really convinced me to write this editorial was after playing La Pucelle: Tactics for a while, I found myself liking the form of narration that Culotte uses in some scenes. I am on the second chapter so my opinion is formed rather early, I admit. Culotte narrates the story a bit from his point of view, and the narration includes his opinions, his experiences, and the background of the characters. By shifting from the third person perspective to first person, we gain a better insight of the characters by knowing what the person thinks of a person or an event. Tidus in Final Fantasy X basically was narrating the story up to Zanarkand. Sometimes he gives his opinion on stuff and he look at things in a different light and describes his adventure with Yuna.
“I love coming to RPGamer. The information that I receive daily makes my day. I dare Dracos to make my day!”
The reason I put in the title that voice acting gave way to narration is because of the connection that the character must make with the audience meaning me and you through voices. The voices give out a sense of the tone, mood, and setting that text cannot do. For example, “I don’t like shorts.” How do you know that the person is quietly saying it or shouting it so the whole world? How do you know that the person is happy, sad, anxious, or thrilled? Sure, you could always use capitals on the words to shout, or perhaps the text before then will indicate the mood and tone. I can’t recall a game that talks to the audience through text as a way of telling the story. They usually think to themselves, talk to themselves, or tell the stories to the characters, so in the process, you learn the story as they do. If you do remember or find a game that uses text, post it on the boards, and while you do that, think about how effective it was. If it was effective, how much more effective it could have been if it was voiced. If it wasn’t, do you think it would be effective if it had voice acting?
RPGs are games that are supposed to tell a story. The techniques they use in telling the story varies, and through the usage of CDs and DVDs, the memory that is able to store upon those formats are larger and allow voice acting to be included. With the usage of voice acting, the opportunities appear to create better stories and to use better techniques in the telling of those stories.
“So go ahead, make my day!”
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