I took advantage of "ask a dev week" and it just so happens that they answered my question about what dialog in wasteland 2 would be like. On top of that, it was Chis Keenan. So here it is. Hi AtomBomb,
Most of the dialog in Wasteland 2 is text based. There are very few actual voiced roles in the game. This was something we decided early on for a few reasons.
1. We missed the emphasis on awesome descriptive text from older games. They had to do it out of technical necessity, but as an industry, we've pushed towards more graphical means to show off the world. Wasteland 1 had tons of text that gave you great details on the environment...even more than would be feasible to show with art.
2. During the Kickstarter campaign, we asked our community what they would like to see as stretch goals. Overwhelmingly the answer came back with bigger world, more content and deeper story. VO was very low on the list
3. Part of what's allowing us to continue to create deep interactions is not having to worry about VO. Costs aside, it is a production nightmare to do proper VO work. There are so many variables that tie into it. You have to lock down the script quite a bit before release. This really limits the changes you can make at the end of the game when you're tuning all systems.
4. With a game this large, the total cost for VO work on all characters would likely exceed the entire budget we got from our Kickstarter campaign.
Most of the dialog in Wasteland 2 is text based. There are very few actual voiced roles in the game. This was something we decided early on for a few reasons.
1. We missed the emphasis on awesome descriptive text from older games. They had to do it out of technical necessity, but as an industry, we've pushed towards more graphical means to show off the world. Wasteland 1 had tons of text that gave you great details on the environment...even more than would be feasible to show with art.
2. During the Kickstarter campaign, we asked our community what they would like to see as stretch goals. Overwhelmingly the answer came back with bigger world, more content and deeper story. VO was very low on the list
3. Part of what's allowing us to continue to create deep interactions is not having to worry about VO. Costs aside, it is a production nightmare to do proper VO work. There are so many variables that tie into it. You have to lock down the script quite a bit before release. This really limits the changes you can make at the end of the game when you're tuning all systems.
4. With a game this large, the total cost for VO work on all characters would likely exceed the entire budget we got from our Kickstarter campaign.