Over the last few years, the rise in video game quality has led to a similar rise in actor talent. This is much unlike the days of yore (that is, the '90s; the "yore" of gaming is the '90s), when players would be satisfied with a character being voiced at all. By anything. Even primitive chirps and squeals. But oh man do gamers care about this stuff now. Check out how badly Destiny was mocked for Peter Dinklage's lackluster narration:
Yup, that's the work of a guy with three Emmys.
The problem here is that studios don't really care about paying actors well. Unlike voice actors for movies and television shows, game voice actors don't earn residuals, just a flat one-time fee. Which is ludicrous, considering how some game actors work with scripts several times longer than that of any movie.
And then there are the health risks. Aside from the obvious vocal strain that comes with doing voice work for a game with a script the length of War And Peace, voice actors -- especially those who work on action games and shoot-em-ups -- spend a lot of time screaming and crying over and over and over and over. One actor was required to scream-shout her script for four hours straight, and reported tasting blood during those sessions. Courtenay Taylor suffered a hemorrhage in her vocal cords after exerting herself by whispering nonstop, an experience that left her unable to work for three months. (Unpaid, of course.)
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If you're wondering why they don't go on strike, they already tried that in 2015. Game publishers took 11 months to arrive at the bargaining table, and only brought tiny bonuses, a system that doesn't benefit performers anywhere near as much as residuals would, and some vague promises to look into the dangers of yelling all day until your throat explodes.