Cimeas wrote...
As storytellers, it is better and vastly more enjoyable to have a voiced protagonist. It is vastly more enjoyable to have control. Of course it's great to be able to choose *which* path you take, but once on it, developers can build better stories with control.
Actually, the cinematic focus takes away the writer's control. For obvious reasons: focusing on cinematics mean portraying the entire story through cutscenes. And for that to be possible A) The writers and the actors must have finished their job much before everyone else and

The story must be as linear as possible.
Why you ask? Isn't it obvious? Cutscenes are expensive, you can't make many of them even if you're BioWare. Therefore you can't provide the player with satisfactory (as in DA:O's or more) levels of C&C (Choice / Consequence).
And then you may ask, why is that a bad thing? There are lots of RPGs without choices and consequences, just look at Japan! Or even half of the western market. To which I myself would ask: how else do you intend to express your personal version of the protagonist? A RPG is at its best when you are allowed to create and develop a character over the course of the game (both statistically and storywise *CHOICES*) AND when the Game World reacts to that (*CONSEQUENCES*).
Finally, all this was simply the practical argument that justifies why BioWare promises us choices and consequences but never really pushes the envelope: they are spending money somewhere else. But there's also the imagination argument - a lot of people like to read and imagine things, such as the voice of their protagonist. Hell, many people would go as far as to say, understandably, that when the Developer (acting as the Game Master) voices his PC's characters, then the character is the GM's and not the Player's.
You could, then, read my post and say that it was full of rubbish: understandable but let me point out to some more credible sources for all arguments.
Obsidian's Chris Avellone:http://www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/
"Often, conversations where the
player is voice-acted detracts from my experience (I want to imagine
what my character sounds like, not what a voice actor puts in my
mouth)."
This is MCA voicing the imagination argument, but he and another developer also talk about the practical side of things on Rowan Kaiser's article. Which, might be worth a read.
Furthermore, Mr. Avellone claims that BioWare does have it good when it comes to structuring their cinematic focus, which I do not deny. What I cannot fail to observe however, is that their potential for choice and consequence, for roleplaying, is being squandered by a variety of reasons. Look no further than the many, many scrapped import consequences and the bleak future the Dark Ritual choice no doubt has.
BioWare's David Gaider:
http://www.fantasy-m...batich/#respond David Gaider: I think the medium is quickly moving toward being far more cinematic than it was—which is both good and bad, I think. It’s good in that we can show as much as we tell, now. Bad because we suddenly have to show, and less can be left to the imagination … something which, in many ways, we will never be able to compete with. Far be it from me to be a Luddite, however. This is the direction the technology is moving, and hopefully we’ll
reach a point where creating the cinematics is inexpensive enough that
we can branch out as much as we did when it was primarily text we were
working with.
I disagree with Mr. Gaider that technological development leads to the inevitable option for the cinematic focus, I believe that focusing on game-conditioned cinematics and not are two perfectly viable and respectable styles. And I too wish that the cinematic focus was capable of a tenth of what a competent team of developers can accomplish on the realm of C&C - but that's not reality.
Furthermore, Mr. Gaider seems to agree that in some ways, you can't compete with people's own imagination, no matter how shiny the graphical experience.