But it was a pointless feature, like not even "It's enjoyed by fans but it doesn't sure a utilitarian purpose", it was just a very bad sort of implementation of "personality" that in the end had no effect on our characters in the least. All it did was produce noises that could be drowned out and ignored most of the time when engaged in combat, and annoying comments to the player like "IF I GET YOU A LADDER WILL YOU GET OFF MY BACK!?"
I rather like the voice sets, actually; I have since Baldur's Gate. There is plenty of choice, so you can choose one that's at least a little bit right for the character, but it's not so in your face you can't ignore it if it isn't completely fitting. I'd be completely fine without it as well, but I generally find it to be more positive than negative. Well, except in Neverwinter Nights, but that's because of the lack of reasonable sets despite there being so many to choose from.
The less abstract and more cinematic the method of interaction, the better a voiced protagonist becomes.
It's utterly un-necessary in a game like Baldur's Gate and even detrimental, especially in games like Bloodlines. Even Elder Scrolls, where it'd be necessary to have multiple voices for all the races for little/no benefit in the overall experience. On the other hand, they're a perfect fit for BioWare's games. Imagine Mass Effect without it.
Really just depends what games you play.
And what you like. Personally, imagining Mass Effect without it makes me wish very much that it had been so. I would have enjoyed that game so much more without it. Same goes for Dragon Age II.





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