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Exploring lack of full voice acting in turn based games

Why Many Turn-Based Games Lack Full Voice Acting | Examination of Market Trends

By

Sofia Zhang

May 5, 2025, 06:37 AM

Edited By

Akira Tanaka

2 minutes of duration

Characters from a turn-based game standing together, engaged in conversation, one character looks serious while another seems to be pondering, representing the lack of voice acting in games like Persona 5.

A growing concern among gamers highlights why numerous turn-based games opt for limited voice acting. With increasing interest in titles like Persona 5, gamers are questioning the accessibility of these games, especially for those with visual impairments.

Accessibility Issues for Visually Impaired Gamers

Many players, especially those who struggle with reading text, find it challenging to enjoy titles primarily reliant on text bubbles. As one player noted their consideration of Persona 5, they remarked, "This isnโ€™t great for me. My reading is slower and my eyes start to hurt after 10 minutes of squinting." The challenges are clear โ€” while the gameplay remains fun, reading extensive dialogue can be daunting.

Why Are Developers Hesitant?

The reluctance to include comprehensive voice acting often relates to budget limitations and audience preferences.

  1. Budget Constraints: Developers focus their financial resources on game content rather than extensive voice work. "If every line was voiced, that would balloon costs," one player commented.

  2. Target Audience: Many Japanese role-playing games (JRPGs) cater primarily to a Japanese audience, where voice acting isn't a significant draw. "Developers are catering to local tastes," a comment highlighted. Japanese players have historically undervalued voice acting, creating a disconnect for Western audiences.

  3. Game Length: Turn-based games typically have a considerable amount of dialogue. Maintaining a reasonable budget while ensuring quality content is a balancing act.

"The games are also often made on a tight budget and schedule."

The Legacy of Iconic Titles

Games like Dragon Quest 8 exemplify this trend. When the game initially launched in Japan, it lacked voice acting, which had little impact on local sales. However, upon localization, developers recognized the necessity of an English voice cast to appeal to Western players' expectations โ€” a notable exception in a market otherwise dominated by text.

Sentiment Patterns Among the Community

Overall, comments reflect a mix of views regarding the lack of voice acting:

  • Some feel it restricts accessibility for visually impaired players.

  • Others believe developers focus on what they perceive to be essential.

Key Insights

  • ๐Ÿ’ฌ "Most of the budget goes to game content."

  • ๐ŸŽฎ Japanese players may not prioritize voice acting as much as Western audiences.

  • ๐Ÿ“ˆ Turn-based games face challenges due to lengthy narratives and tight budgets.

As the conversation around accessibility and game design grows, itโ€™s worth considering whether game developers will adapt to the evolving expectations and needs of a broader audience.