The tone and subtext being chosen by the voice actor is what really bothers me the most about the voice. I could deal with having only a couple of ways my character can sound, so long as I could control the inflection of responses; that wouldn't be much worse than the choose-a-head but no portrait days. If choosing the head would've led to them always acting in a certain way, I would have had just as large a problem with that. In a perfect world, where you could control the character's subtext and tone anyhow, being able to choose their voice (to the same extent you can choose the face now) would be neat.
I don't see any merit whatsoever in the paraphrase system.
Ok, I may not like either of those games, but that is some bullshit right there.
Here is the problem people have, everyone in their minds has a definition for what a Role Playing Game is. Everyone is also wrong in their definition because it has no definition. Diablo is no more or less a RPG than Mass Effect or Final Fantasy, it's an RPG with different stylistic or mechanical choices but follows the mechanical tenets of what makes it a Role Playing Game, and focuses on one aspect over others on the bartle scale.
That is the problem with such discussions, yes. "Roleplaying game" has always been a poorly defined term, so you either have to come up with your own definition, or decide that it's so broad a category as to be meaningless. It seems to be especially ill-defined with regards to computer games, because tabletop games are much more consistent in terms of basic elements.
Basing it specifically on the mechanics seems off to me. There are certains mechanics that often accompany certain styles of roleplaying game, but they aren't what makes it a roleplaying game, at least not in my opinion. You could have a game with all the mechanics of
Baldur's Gate, but if you had to always play through the game as Minsc and could not choose what he said, that wouldn't be a roleplaying game any longer -- at least not in my eyes. I'm sure there are some who would disagree with me on that.
It's like saying anything Non-D20 is not a Role Playing Game basically. You believe you can get maximun enjoyment out of a d20 game because it lets you roleplay better, yet it limits yourself to what you prefer, but not what is necessarily correct or even widely believed. There is a reason why Fate and custom-system games exist of course. Some are good, some are bad, but they are just as valid.
No, it would be like saying that a wargame isn't a roleplaying game. They share much in common, and it's somewhat possible to roleplay while playing them -- they are, after, the forebears of roleplaying games -- but they still aren't the same thing.
I certainly like, for example, Rolemaster more than World of Darkness, but they're both quite clearly roleplaying games. The reason I prefer one over the other has entirely to do with the mechanics of the system, which I consider to not be directly tied to roleplaying. I've never yet encountered a tabletop RPG system that I wouldn't consider to be a roleplaying game, even those such as 4E D&D, which have mechanics I dislike sufficiently that I refuse to play them.
I don't think you're going to find a pen and paper roleplaying system that doesn't let you create your character; that's the one thing that they all have in common. I think it is, therefore, not unreasonable to use that as a definition of what is and isn't an RPG. Computer games obviously have more limits imposed on them in that regard than face to face games do, and that needs to be taken into account.
I think part of the difference is the way video games have evolved. You have to also remember that I was always fundamentally a console gamer. It used to be the case that 'RPG' basically meant 'this game has a plot', it was the game equivalent of a novel as opposed to, I dunno, not a novel? As gaming has evolved and most games have stories now, no matter how terrible (and most console RPGs also have terrible stories) the distinction has become less distinct. But I think the novel comparison kind of still works: I play RPGs primarily to experience characters and story, not necessarily to craft that story in any meaningful fashion. That's probably why Bioware's curious WRPG/JRPG hybrid style works so well for me. I actually often say that in terms of RP-ing Hawke was pretty much my ideal protagonist, since I found him/her simultaneously malleable enough and yet enough of a set character that I enjoyed seeing them play their part in the story. That alone sets me pretty far apart from the vast majority of DA fans it seems.
That sounds likely. I've never been a console gamer at all; I've only ever even used a console once or twice at a friend's house, so essentially all of my gaming has been done on the PC, and the only gaming I've ever done on the console has been very casual. The two console roleplaying games I spent some time playing with my family once,
Baldur's Gate: Dark Alliance and
Champions of Norrath, actually illustrate the difference between a roleplaying game and not a roleplaying game quite well to me:
Dark Alliance isn't,
Champions is. (This leaving aside my opinion on the quality of either.)
From my point of view, the term RPG has always been about the roleplaying, and about making your characters. I did start playing tabletop games (AD&D first) before I played any computer RPGs, so my expectations with regards to roleplaying games were probably set by that.
Baldur's Gate was the first computer RPG I played, and despite some necessary limitations, it still met my original definition quite well.
I don't actually care a particular amount whether my character can have much of an impact on the story of the game, although it's nice if they can. I care whether I can create and play the character to a sufficient extent that I'm experiencing the setting and story and all feeling as though I'm playing my character, not sort of controlling somebody else's.
Baldur's Gate,
Baldur's Gate II,
Knights of the Old Republic, and
Dragon Age: Origins all worked quite well for me from that point of view (although, of course, KotOR was a bit different).
Jade Empire didn't, and the more recent games with the voiced PC and the dialogue wheel don't. I have to constantly struggle against those things in order to enjoy the game.
At this point, though, it's quite clear that their fanbase is split three ways on the issue: some would agree with you (I have seen that opinion expressed a fair amount in these topics), some would agree with me (again, that comes up in these), and some just don't really care. That's why I don't really understand their refusal to add a no-voice option or even DLC; it would probably be one of the better moves to unsplit the fanbase they could make, at this point.
I liked the Voiced main character. What bothers me is the reaction wheel. In prior Bioware games, the wheel has not been an accurate reflection of the dialogue or what I want to convey. I learned to back off that and just sort of roll with the overarching intent of the dialogue wheel choice.
Not knowing what your character is actually going to say, and thus not being able to actually choose the most in-character option/least out-of-character option, is indeed the largest problem with the whole setup. I could stomach the voiced PC much better if I at least actually knew what they were going to say or do. I would still have several other problems with it, but it wouldn't as much of a hassle, that's for sure.
I'm not sure whether the whole "finding out the results" thing is actually going to help or not. I would really rather know what my character is going to say and do rather than what is going to happen because of that, and I'm afraid that's all we're going to get. Knowing the results helps you control the story as you like, I suppose, but it's precious little help in controlling your character's actions (although I suppose it should at least prevent accidentally punching people in the face, so that's something).