FellowerOfOdin wrote...
I guess that it's an engine limitation...Baldur's Gate was an awesome example on how to have a living city. Lots of npcs, as useless as they might be, certain quarters that each served a purpose, quick traveling, lots of dungeons, interesting / funny quests, people reacting to your ingame actions...just awesome for its time 
So true!
I think that is the problem with giving Full Voice Acting to a game. It seems that it is too much work to populate towns and areas with many many civilians that have no purpose in the game but just to exist and having dialogues that are non-critical to game plots.
Remember Atkhatla in BG2. Now that was a lively city. So many things going on in the Waukeen Promenade. The circus tents, the animals, the vendors, craftmen, artists... EVERY single people in that town had something to say. Even clicking animals made them Raaarrr or whatever
Nowaday games are cool and sad at the same time. Nice voice-acting but so many less conversation opportunities, especially alot less non-relevant convos. At least in DA:O, civilians that had no mission or anything to offer still had some stuff to say but DA2 really removed it all and really looks like Mass effect 2... Non-critical dialogues is only happening via the companions. You can't even select-click most civilians, even less talk to them..