AlanC9 wrote...
Wozearly wrote...
The main reason its controversial in Bioware RPGs is because historically a lot of influence over the character, their choices and their personality has been passed directly to players. The introduction of a fixed voice and tone of responses has reduced that, and not all players see the resultant interference / erosion of player influence as a positive development.
I'm not sure Bio believes the italed to be true. What they've said about the DA2 voiced dialogue is that it's got the same choices the players have ever had; the tone is now explicit, but the NPCs always reacted to an implicit tone that the writers intended, so in a sense it's the silent PC that isn't behaving the way the player expects.
Reducing influence over personality may not have been the intention, but it has been the unintended consequence. On paper, it makes sense. The number of conversation options are (broadly) the same, but now that they're being spoken aloud its crucial for the writers to also convey tone of voice and/or intent behind delivery.
This is where influence has reduced, because its started to transform into "pick your tone" rather than "select what you'd say", as tone has become the dominant factor. I respect that you believe this was always the case, but I disagree. In DA:O it was possible for a wide variety of tones to apply in most cases (except, generally, openly sarcastic) because characters responded to the content of what was said in a tone neutral fashion.
ismoketoomuch wrote...
This
would make more sense if you actually were able to type in a response
of your own chosing. The player influence you are talking about still
just involves a choice of pre-set reponses whehter the PC is voiced or
not. What I think you mean is a voiced protagonist takes away your
ability to imagine a tone or atitude in the PC response. But again you
can just turn down the volume, turn on subtitles.
Typing in a response of your own choosing and expecting the game to be capable of responding is an extreme definition of player influence. Much like saying that a voiced protagonist can only be influenced if you have at least 200 options for tone and content. Lets avoid arguing towards the absurd.

Turning down the volume and whacking on subtitles, tactically, every time the voiced PC appears...technically possible. Frustrating, but possible. And pointless. Because as stated, its no longer the content that drives the conversation but the tone selected, because other characters respond as much (sometimes far more) to your tone than the content of what you say.
In this scenario, its irrelevant if I try to apply my own view of tone on top - the results are likely to jar. You can try it in reverse, if you like. Block your ears, don't read the dialogue, select a tone, imagine what your character would say based on that tone, then unblock your ears to listen to the response. Odds are it'll make no sense based on the content you'd dreamed up in your head, forcing you to reinterpret what you must have said (as opposed to how you said it).
Tone-driven content with paraphrasing rather than tone neutral responses with full content text is fundamentally different from a roleplaying perspective.
Neither is necessarily 'better' or 'worse', but tone-driven fixes more elements in place than tone neutral, which is why I referred to it as reducing player influence over their character. This is not the same as reducing player agency (ie, to what extent your choices affect the world) - that's driven by design decisions that have absolutely zip to do with whether the PC is voiced or silent.

Apologies if using the term "influence" caused confusion in what I was trying to describe.