EDIT: For the people who can't watch the video, here are the bullet points...
On the latest episode of the 'Play, Watch, Listen' podcast, hosts Alanah Pearce, Austin Wintory, Mike Bithell and Troy Baker briefly discuss the reality of voice actors receiving residual cheques.
After talking about GTA games, Troy mentions Niko Bellic's voice actor only getting paid $100,000 for GTA IV, despite it selling millions of copies. This leads Alanah to ask if residuals should be mandated for voice actors, to which Troy and Austin bring up good (albeit unfortunate) points as to why this system does not and would not work in games, and how it could ultimately result in less actors getting hired.
It's not the most topical of subjects, but I thought it was an interesting insight. The discussion begins at 4:40 and only lasts a few minutes, however the entire episode is good if you have some time to kill.
I don't have time to watch the full video, but what are the unfortunate points that get brought up?
- Troy said (although he understood his position) the actor complaining about residuals was not a good look, as $100K is a lot of money.
- For every Red Dead, GTA, Call of Duty, Apex Legends or Fortnite, there are thousands of games that barely ship/break even, so mandating residuals would only tap into those top-selling games.
- Infamous Second Son was a big wake-up call as it had to sell 3 million units to break even, it sold 2.5 - 3.5 million when the PS4 had 7 million users. Although it was successful, it barely captured 50% of users with zero competition. In other words, people didn't buy it just because (like they do CoD, GTA or Red Dead) and if that game barely broke even what chances do smaller games have?
- A residuals mandate would cause developers to scope their games and hire less actors.
- The legal department would put calls out for non-union actors as a workaround.
- Composers are in the same boat as actors but with none of the leverage, so they had to give up this dream ages ago. Performance Rights Organisations help them receive residuals in TV/movies through "secondary market income", as each showing is considered a public performance. In games, however, developers typically only make money off of the initial sale, therefore there is no secondary market income.
- PROs are exploring the idea of Twitch being comparable to TV networks. Sort of like Spotify, the residuals from Twitch would most likely be far less than what they get through TV networks.
On the latest episode of the 'Play, Watch, Listen' podcast, hosts Alanah Pearce, Austin Wintory, Mike Bithell and Troy Baker briefly discuss the reality of voice actors receiving residual cheques.
After talking about GTA games, Troy mentions Niko Bellic's voice actor only getting paid $100,000 for GTA IV, despite it selling millions of copies. This leads Alanah to ask if residuals should be mandated for voice actors, to which Troy and Austin bring up good (albeit unfortunate) points as to why this system does not and would not work in games, and how it could ultimately result in less actors getting hired.
It's not the most topical of subjects, but I thought it was an interesting insight. The discussion begins at 4:40 and only lasts a few minutes, however the entire episode is good if you have some time to kill.
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