simfamSP wrote...
And this is where I see a sort of 'collison' in that analogy. The Warden is Hawke, but it's silent version. Does voice impact so much on roleplaying that it disallows one to be the PC's character?
Vastly. When I choose to have Hawke spare the life of a slaver with which he just concluded a deal, how does he say that? In that circumstance in DA2, Hawke sneered "Get out of my sight!" But that's completely incompatible with the character I designed. My Hawke viewed the slaver as a value-neutral business partner and bore him no ill will, so why was he sneering at him?
An unvoiced Hawke with the same dialogue option (the wheel option was "Yes.") wouldn't contradict my character design.
Hawke changes depending on the moods and dialouge options you choose. Thus you shape Hawke's character. He/she is now yours. It is no different with the Warden or any other Bioware RPG you play.
You've made two mistakes. First, the voice means that we're shaping Hawke only within a very narrow range, and two, the parphrase system means that we don't even know what the options we're choosing are, so we can't even be reasonably said to have chosen them.
We can't actually choose dialogue, and the moods are extremely limited. Compare that to DAO, where we can choose dialogue (so we can select ot avoid options based on what they actually say, because those specific words will be differently important to each different Warden), and the moods are left almost completely to our imagination, thus limiting us far less than DA2.