In Exile wrote...
This does not mean people don't get attached to a VO character like Shepard. Me, I can't develop any meaningfull sense of attachment to a non-VO PC. Shepard felt far more like my character than any other character in any Bioware game, including KoTOR, JE or DA:O. Sure, the things you could do were narrow - but you could do things. With a silent PC you are just some blank puppet that emits things. That's putting aside issues like the fact that in a cut-scene, the Warden is just a silent, slack-jawed yokel.
Not saying people don't like a VA protagonist. Just saying it's one of the things which contributed to how things have changed
In Exile wrote...
The problem is that we have no idea what made DA:O succesful. Maybe people loved the combat, but were dissapointed about the lack of VO. So DA:O combat with the wheel would produce an even better game. At this point, your conclusion projects your preference.
That's a pretty rich jump to conclusions. Sure we might not be able to pin EXACTLY what made the game for each and every individual, but if we use some intelligence we can determine better why it sold. It's not just like you have to make a stab into the dark into what people in general liked or did not like.
So what made Origins popular then? For one, a marketing campaign which got peoples attention. There's a key right there. People knew the name, recognized basically what the game was and it was released during a buyer's season. Second, it went over well with a lot of people because it brought back to the table elements which just aren't seen much any longer in big budget titles. A lore-filled world with a pretty good story, decent number of choices and good character development on top of a decent leveling system (especially for a first go), tactical party-based combat system and an epic length.
Now yes, there are things people might want changed in all that. They might like more action-based combat or they might prefer a voiced protagonist. However, this latter bit changes fundamentals which made the game so well received, even by those who would like to have the protagonist voiced. It shortens the game exponentially, creates less choice both in dialogue and in action and it would force major cuts into how the story unfolds.
Would Origins be as well-loved with four origin stories, three story missions instead of four (with the Redcliffe section shortened to just the Urn quest, Orzammar shortened to just the intial choosing and the deep roads and Brecilian cut out entirely), a fifth of the sidequests and half the finale cut out (say, the alienage cut out and the Cauthrien encounter being shortened so there is no prison sequence)?