tmp7704 wrote...
I'm rather thinking that identity combined with the choices made may require (or prevent) certain personality, in order for the choices made to make sense.
Right, I see the problem.
But try a more narrow aspect -- for example, "looks after own family/friends/species" You can have the human noble make this choice without "breaking" this aspect of character's personality. But you can't choose it as CE without at the same time defining his/her personality in this regard differently.
That isn't a personality trait. That's a belief, or a description of behaviour. But this is four years of neuroscience and psychology speaking. It has dramatically affected how I look at people.
This is why I said that many people think background influences who the character is.
Personality is something like an 'altruism' triat that encompasses general helpful behaviours, and then the person is either high or low on that.
Personality is, at a meaningful level, general. Otherwise you're just talking about specific behaviours. Which leads to 'likes toast with butter at 8:43 in the morning on Tuesday' being a meaningful personality trait.
tmp7704 wrote...
I'm not sure what's elitist and arrogant in
recognizing that individual preference/ability/focus plays a part in how
the game is perceived by the player, as opposed to attributing it fully
to presence (or lack) of the VO.
The implication is that it is a
lack of imagination that drives the effect is all to say that the only reason people
do not want silent VO is that they are incapable of ever perceiving it.
It's a roundabout way of saying that the only reason silent VO isn't universally people is that some people are too limited to understand it.
Whereas saying that it is a
preference or
focus is to say that if people wanted to do it, they could, but for whatever reason, they don't.
One is elitist; the other isn't.