des Pudels Kern?
And how come you're more connected when picking stuff from a list? You don't actually have any more access to the Warden's inner life than you do to Hawke's since someone else is writing all the dialogue for both. I understand that the phenomenon exists, but I don't understand the mechanism.
And while I can understand why people play games like DA2 from a 'play-a-video-game' point of view, I don't understand why people call it role-play. I understand the phenomenon exists, but I kinda wonder if they think they 'role-play' also when they watch a movie or read a novel? If they don't, I don't understand where they see the difference.
You pose a question which you should have gotten answered many times by now. It's been asked many times by a very small number of specific individuals here. These same few individuals have spent a tremendous amount of time on the DA forums during recent years, very aggressively defending all the failed design choices of DA2 and changes to DA. These individuals, however, usually post these questions as part of an attempt at a strange argument, that the way 'we' (the usual suspects, me, StMad, Fast Jimmy, Serpieri Nei, eroeru, erynnar,...) actually experience these games, apparently somehow cannot be, is impossible. And supposedly always have been impossible, even since BG.
A ludicrous train of semantics posing as logic.
The Warden is very much my own creature and creation. Certainly all the inner life. Feelings, motivations. I don't just "pick stuff from a list". I make the words my Warden's. It's a process. The words do not come out until they're my character's. Typically, a much more elaborate conversation is also perceived, though not explicit.
Do you, for instance, take for granted that the only interaction the protagonist have with others, is the Bioware-authored, written and voice-acted lines?
Do you, for instance, see that the question you formulate suggests that you accept this as the actual situation?
Whereas, of course, my situation with Hawke is much different from the Warden. I'm trying, at the best, to make a few interactive choices (which often only results in different dialogues), and then I just passively watch a Bioware character act and speak with a stranger's voice (and not so rarely pulling a surprise as well).
I don't think the situation is hopeless. Certainly, silent protagonist would make it easier, but I don't rule out that it's possible to have a voiced and dialogue-wheeled protagonist which is my own creature. As you point out, the written lines are already a limitation, an obstacle to move the mind around. The mind can put a great deal of life into even something as a text-only adventure game. It's conceivable that voice and dialogue wheel can also be embraced and minded around, - if it doesn't slap your face with very ruineous things, like surprises and/or an annoying voice. There might be a way to do it right.
We'll see.