Valthier wrote...
I know it's not a very solid objective argument - a lot of my wariness to do with VO is due to how I personally interact with my in-game personas. Just like you don't quite feel right pretending, I can feel a bit iffy about having the voice there. It's a preference of emotion, but that doesn't make it any less my preference.
I do have other concerns about voice acting - how well we'll be able to reply to a given situation, how good the voice actors will be, whether or not the male voice actor will have the sort of gruff voice male protagonists tend to get cast with that don't quite sound right when you're trying to play a smarmy mage. But since all we know about the VO is that it's there, all I can give is my gut reaction, that being one of caution rather than anything else.
I don't feel right pretending not out of a personal preference (though of course, that plays a role too), but because I feel that in a good role-playing game, I shouldn't
have to pretend. if I have to make up things in my head that don't exist in the game because that game doesn't respond to my choices, I am not playing a good role-playing game. I don't have to pretend my character is a ruthless, power-hungry blood mage in Origins. Why? Because I'm willing to offer up an innocent little kid for my own personal gain because I know I can get away with it scot-free. I'm willing to desecrate a holy healing artifact and aid some raving lunatics to achieve my goals.
Likewise, I don't have to pretend that I'm a dwarf, an elf, etc. because there are numerous cases in the game where NPC's respond to my background. This is the stuff that really makes you feel like you're inhabiting a character - reactivity. Hell, Dragon Age isn't even the best RPG that's done this, there are others that go further too.
A good example is Bloodlines. You are a vampire, and you pick a clan, each with their own particular strengths and weaknesses - some are seductive and charismatic, some are master sneaks, others are great fighters. One particular clan that you can play as, the Malkavians, are all insane. As a result, all of the dialogue options you have in the entire game are those of a lunatic. You can say some really far-out, weird stuff in your dialogue trees, and occasionally some very insightful, profound stuff (insanity and genius go hand in hand, after all).
My point is, I don't have to pretend my character is crazy - the design is such that the game responds to my character by actually making him talk like a crazy person and having numerous NPC's asking me what the hell I'm raving about.
My point is with these examples is that this is what good design in an RPG is, and it's what role-playing is all about.