"There's a lot more to see when you're playing and because of the advances in technology it makes room for all kinds of new characters"
About this Quote
Tara Strong is talking like someone who’s spent a career living inside other people’s voices: play is not escapism, it’s expanded perception. The key move in her line is the quiet upgrade of “playing” from pastime to lens. When you’re playing, you’re scanning, improvising, staying alert to systems and rules and possibilities. You notice more because the medium demands more of you. That’s a subtle defense of games (and, by extension, voice performance in them) against the old stereotype that they’re passive time-wasters.
Then she folds technology in, not as a cold gadget flex, but as a creative permission slip. “Advances in technology” isn’t just about prettier graphics; it’s about bandwidth for personality. Better audio pipelines, performance capture, more storage, more complex AI, more granular animation: all of it makes space for characters who aren’t just reskinned archetypes. Strong’s profession matters here. Voice actors feel technological shifts directly: higher fidelity means nuance survives compression; branching dialogue means characters can be written with contradictions; bigger worlds mean more roles beyond the heroic center.
The subtext is optimism with a working actor’s pragmatism. New tech “makes room” suggests an industry that used to be cramped: limited roles, limited representation, limited emotional range. She’s also gently selling the legitimacy of the craft. If technology enables “all kinds of new characters,” then voice acting isn’t ancillary to games; it’s central to how games grow up, diversify, and compete with film and TV on character depth.
Then she folds technology in, not as a cold gadget flex, but as a creative permission slip. “Advances in technology” isn’t just about prettier graphics; it’s about bandwidth for personality. Better audio pipelines, performance capture, more storage, more complex AI, more granular animation: all of it makes space for characters who aren’t just reskinned archetypes. Strong’s profession matters here. Voice actors feel technological shifts directly: higher fidelity means nuance survives compression; branching dialogue means characters can be written with contradictions; bigger worlds mean more roles beyond the heroic center.
The subtext is optimism with a working actor’s pragmatism. New tech “makes room” suggests an industry that used to be cramped: limited roles, limited representation, limited emotional range. She’s also gently selling the legitimacy of the craft. If technology enables “all kinds of new characters,” then voice acting isn’t ancillary to games; it’s central to how games grow up, diversify, and compete with film and TV on character depth.
Quote Details
| Topic | Technology |
|---|---|
| Source | Help us find the source |
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