BF: At least 25%. In some cases, 35%, because sometimes they insist on taking over functions like doing all the casting and audio recording, where they would spend way more than what we would, if it was our money. I mean, it is our money, because it’s advances, but they insist on taking it over. They can trump the cost up. When we did all of our directing, for all of our games, every project I had ever done, including Bard’s Tale with Cary Elwes, we directed the talent. We knew the material, so we could give them the context for each line. Well, the publishers would allow us to visit the studio, but we weren’t allowed to speak directly with the people doing the recording. They send some very expensive voice director in, and he directs them. We don’t even get to handle it. So, if the audio doesn’t come out quite right, the developer gets the negative mark, yet they aren’t the ones who get to be in charge of it. They aren’t allowed to. They aren’t allowed in the room.
MF: I think that there is this misconception among gamers that developers handle quality assurance and always have control over things like voice acting.
BF: If a product ships with bugs, somebody knew about them. So, if they aren’t getting fixed, I don’t think it’s because a developer refused to fix them. From my last project, I wasn’t allowed to do the cinematics. And what’s the first thing you see?
MF: The opening movie.
BF: Right… and I didn’t get to do it. There is so much that the publishers do that the developers get negatively affected by. As a developer, it’s frustrating. The developers don’t want to say anything because they know if they did the publishers aren’t going to want to do business with them. I think there is a direct correlation between the developers that have the power to kick (publishers) out of their office. Blizzard doesn’t have to put up with that. Epic doesn’t have to put up with that. Why do their products keep coming out one good one after another? Because they don’t have to listen to that.