J.C. Blade wrote...
I do not want to count how many times this happened to me in DA2. You
want to your Hawke to be a shy, withdrawn person who doesn't make
friends easily? Tough luck. She's very outgoing and is gonna be friends
with everyone in her group - and rivalry IS a form of friendship in this
game since companions still worship the ground Hawke walks on and come
to her for all their problems. And this is just one example of how I was
forced to reshape my perception of Hawke from my original concept. It
happened over and over again.
I know rivalry is a form of friendship. Why are you bringing that up? Companions are always going to "worship" the PC. Everything revolves around the PC, companions included. In DAO they could actually leave, and never come back- so can a couple of NPCs in DA2. I really don't view that as a breaking point, though. It'd be pretty bland if all your companions ****ed off and left you by yourself. In DAO, my rogue doesn't have Wynne, because he defiled the ashes, and doesn't have Sten because I didn't get my charm high enough to pursuade whoever it was to release him. That sucks, and in DA2, companions not leaving unless you explicitly decide to get rid of them is an improvement.
I don't remember it being possible to play any BW protag as shy. They always have to be outgoing to some degree, otherwise there'd be no story to tell because they'd never interact with anyone.
J.C. Blade wrote...
I don't know how you play it, but I create the characters personality in
my head BEFORE the game starts. Right there at the title screen. It
worked for all of Bioware's games before DA2. Even ME1 allowed for a
little bit of that thanks to what most players like to call "personality
of a brick wall".
No character of mine is ever created sight-unseen. It is built during the character customization screen and intro to the game. I get a feel for the framework I am going to be using and go from there. Trying to create something whole-cloth without even seeing the context you'll be working in seems a bit like you're already gunning for disapointment, to me. My Warden was made the same way, by creating his looks and then choosing his dialogue during his origin story. Same in BG and NWN and ME. You simply won't have the option, within
any video game, to do whatever extreme personality you want. There isn't enough dialogue in the world for that.
That's why I use the established framework to build my character. If I want
total freedom, as you seem to want, then I write fiction. When I play in someone else's sandbox, I play by their rules. That means the PC is
always going to be somewhat outgoing, for example, because otherwise, there's no story. I am a shy person IRL. I certainly would not ever be running errands for strangers or walking up to people to ask them their problems, which is what every BW PC has to do.
J.C. Blade wrote...
So yes, I do get surprised, a lot, when the PC, whose supposed to be
mine in some respects, starts making statements in the middle of the
game about things I've ruled out as a character trait. There is no
clarity because I don't know who this character that Bioware had created
is supposed to be. I do not do any roleplaying, I am forced to discover
his/her hidden depths throughout the game. And if it were a pre-defined
character it would have been fine and I'd love to see what the writers
have intended for this character and his/her story.
This still simply makes no sense to me. At all. You have a mostly blue character, you have a mostly red character, you have a mostly middle of the road character. BW didn't create
my characters for me. I define their personalities through the available options. No game will let you do otherwise. My Shepard is mostly paragon but takes renegade when needed. That's not BW letting me explore "their" character, that is the character that
I created.
Having Hawke unvoiced will never let you play him as a shy person who doesn't make friends easily. Being voiced does not change that fact at all. Taking away the dialogue symbols won't let you play a shy Hawke either. It's just not coded into the choices they provided for the PC. Stripping out those two things- the VA work and the dialogue symbols- won't magically give you the options you claim are lacking in the game. I honestly do not see how that is different from DAO in any respects. If DAO were voiced and had symbols to indicate tone, the options would all still be the same- except then
I would actually be able to pick an option and it convey the tone I was expecting, because the tone is indicated by the symbol next to the line.
If you want absolute control to do literally
anything at all, then you need to use a medium that gives that flexibility. A video game will have finite choices that you can use to define your character. That's the flaw of this particular system. I have no problem using the system to get the character that I want to play, because I deliberately chose to play within the framework provided, and accept the flaws as a condition of the game.
My warden didn't have the option to leave Alistair behind to deal with the blight all by himself, which is exactly what he would have done if BW had coded that option in (maybe they
should have and given a nonstandard game over screen of "Alistair fails to stop the Blight; Ferelden, and your clan, are destroyed").
You either accept the limitations of the system, or you don't. Not having infinite options to play as whatever you want is a limitation of the game-
including Origins. It is not a DA2 problem, it is a video game problem.