Railroading is essentially what you are talking about though.
See, my point of view is simple. Its a game. Voiced or silent as a mechanic of a game are really unimportant in the scheme of the plot dynamic, because it is already a chosen plot. The game has a definitive starting and ending point, and parts of the game are populated with specific plot points you need to follow to progress. The differences between Candlekeep and Ostagar are minute in that way,they need to be played to continue the game, you have no control over them.
If the "illusion" of that is not delivered the same way, I can see why people may presume otherwise and say it is a different game because of the structure, but this makes no sense mechanically because you are in the confines of the game still. This is going beyond what is needed, superior or what have you. This also goes beyond what you feel is missing; because this is bare bones of the product itself. If you really look at the options between Baldur's Gate and Dragon Age II, for example, a majority of the conversations in each game lead to the same conclusion. The differences come with who you basically choose to ally with or the actions you do. The "tone" of the character, voiced or silent, is the narrative flair that is added to the action for role-playing purposes.
I note that some argue that they have a degree of freedom with silent protagonists vs voiced, which is in a way true. Because you have more options, there are usually more choices, and because of written text you need the whole sentence to discern meaning. However, voiced characters also have the same mechanics. The paraphrase/tonal symbols is used to help discern what the line shall sound like, and from that you can discern not exactly what you say, but how you say it. This is the only difference between the two, and I would agree with you on being different types of games if there was a different reward for both systems because of it. Yet for both, its the same, railed experience.
You still have narrative control of the game in both instances though, which is the key point really. It doesn't matter if there is a voice or not, the entire mechanic is irrelevant on the whole because of narrative control.The real issue it seems is how much narrative control you want, and how much you want to be railroaded through it. If you prefer one way, that's fine, it however is a bit foolish in my mind to call them two distinct styles of games, because they really aren't in the end through base mechanics offered. It may matter to you personally, but it is not reflective of the reality of their design, hence the illusion always being there.
It doesn't really annoy me at all, your explanations. They are actually quite good in the end. I just feel that the whole argument is a circular one because of the underlying similarities of what the games represent.
And for the record, my impression was wrong. So sorry.
I see that you have a desire to be "neutral", and I appreciate that, even if I initially found it amusing.
But to be fair, from the viewpoint that you look at this, you maybe are neutral. But here's a divider: You look on the mechanics of the game, and how the mechanics of the game are navigated. In this particular discussion - silent vs. voiced - I'm never talking about that aspect of navigating the story. 'Silent' (though of course, it's not just silent protagonist, it's an entire package) doesn't change that. At least not by itself. You're right about that. But I'm not talking about that. I'm talking about the experience of the fiction of the game. You do not have freedom and control of the game, but you do have freedom and control of how to interpret the fiction of the game.
And in that regard - while those who consume this as an observer of the protagonist will be completely oblivious to the difference - there is a very fundamental and great difference for those who experience the fiction from, and through, their own character, if the game mechanics break this control of the PC.
And this is very important for many gamers who come from games which support that method. I don't know if you remember the forum details of the calamity after DA2's release, but my point would be that there's no lack of evidence. In any case, it's very important to me. It's the only reason I play these games. So it's not wrong to speak about two different kinds of games.
Maybe it can be bridged. Because, rationally, we're not completely sure it requires a silent protagonist. It's not the silent protagonist itself, that is the point.
But I'm pretty convinced that not having the option to mute the voiced protagonist makes the problem worse.





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