Hukari wrote...
I will admit, my using the word 'superficial' is entirely based upon my opinion. However, let me propose a hypothetical to you, or at least show you what I think this represents.
Let us take a sentence. Say... "There is a door here." Would that sentence be greatly improved by someone saying it? Or, would you rather have it be silent, and instead read "There is a large, elaborate stone door, covered in the ancient runes of some long-forgotten Dwarf clan in front of you. Behind it is the sound of many clawing and ravening beasts."
Or we could have a third option: someone says "Think they were overcompensating much?" and you get to
see the door in front of you. Shocking as it may be, games are a visual medium and things can be shown, not described.
Now, one argues, "Well, why couldn't that be voice acted?". And, admittedly, it could. But, simply typing a line and putting it in game, and actually going out, hiring a voice actor, having him read those lines, puts the cost of that line several multiples more than what it would be. Thus, you have to make that voice actor you hire do more and more lines in a shorter amount of time, so you condense things; you remove choices and other options, you make sentences and dialogue shorter and more one-sentence banter.
The issue with your comparison is that one sentence is a statement, whereas the other is a description. A better analogy would be:
1) Would you rather have a choice of these three lines:
[Cooperative] Everyone! We need to work toghether to survive.
[Aggressive] Stand your ground! Kill the lot of them!
[Sarcastic] Talk about being stuck between a rock and a muderous horde of eldrich creatures... Just not my day at all.
2) Would you rather have a choice of these seven lines, with the ability to pretend whatever irrelevant tone you wanted could be added:
Let's get ready to fight!
Everyone stay calm!
Quick, defensive positions!
I'll kill the lot of the myself!
I refuse to die here!
No, I don't want to die!
This is horrible, someone help!
That, to me, reduces depth. Rather than being part of a Tolkienesque epic, we're now Joe Adventurer having conversations with Farmer MacGuffin about how he needs us to get us ten garnets. That, at least, is where I'm coming from.
I don't see it at all. Whether or not we're part of an epic, that's a question of visual direction, storytelling and aesthetic. It has nothing to do with whether or not we have VO.
Now, how does this relate to character origins vs. voice acting? Well, mainly in that character origins actually impacted the story. As a Dwarf Noble (like I was), you could even go so far as to have a family; a son. You could be named Paragon, and redeem your name. Whereas voice acting... didn't. I won't deny, voice acting is -nice- to have, but if it ever comes between adding more stuff to the story and adding more voice acting, I'm going to go with the one that adds more stuff to the story.
There's nothing to
prevent this with VO. What will happen is that your dwarf paragon will only get 3 lines with the same tone and voice regardless of whatever playthrough you've got.
That's what VO adds, or takes away.
It's not VO that removes content - it's the cinematic scripting. That's something else entirely. Dragon Age got away with it because they didn't actually use very much cinematic anything - you just had talking heads for most of the game, with generic manerisms. ME/ME2 invested a lot more heavily in cinematic direction and unique sets (to create the immersive world) and that's what cut the game length.