I will say that having two options to choose from per gender as opposed to no options at all is a step in the right direction, if they must continue to voice the PC. No matter how strongly I dislike having a PC voice at all, I admit that some small amount of choice is better than no choice at all.
However, it would've provided almost infinitely more choice and replayability and been far less resource-intensive to either not voice the PC or to allow the option of having the PC not voiced.
Edit: With regards to the Arena/Skyrim comparison, I think a more reasonable comparison would be Morrowind and Skyrim. Personally, I'd say that between the two, Morrowind is the better game.
And why would people failing to identify with an unvoiced character not be their own personal failing then? Either it is a personal failing in both cases, or it is not one in either. I say it's a matter of preference, but that in a roleplaying game greater choice for and control of the character should win out against a more cinematic experience. One should not ever be surprised by something one's own character does in an RPG.
The voiced PC doesn't cause any limitation in story, or at least not a significant one. It causes a very significant problem to roleplaying the character, which is the problem with it.
Personally I wouldn't like this at all. While i loved DA:O dramatic scenes like the Landsmeets felt really flat to me due to the lack of voice.
They seemed fine to me, but they could perhaps have been tweaked such that it would have been less of a problem for some people.
I'll take being able to control my character over added drama any day. I'm not watching a film, I'm playing a roleplaying game.
I've been meaning to ask you, Sylvius... do you subscribe to Ron Edwards GNS Theory in RPG description? If so, I think this vein of conversation really lends itself to conflicts between Narrativists and Simulationists... although I'd say voice acting hurts both, it does by limiting options (Narrativists objection) while also pushing the character to possibly be at odds to the player's generated character mindset (Simulationists objection).
Then again, this may just come down to people being neither N or S... or even really G. Just interested in a story, which goes outside Edwards attempts to describe role playing as an activity.
Reading that description, I'd definitely say I fall most into the Simulationist category. I do enjoy story, and I do certainly enjoy combat -- and in other types of games, I'm very much focused on winning -- but in roleplaying games, those things take a back seat (although I consider good combat to also fall into generally roleplaying your character, and I do like sufficiently complex mechanics to back that up).
BioWare has fairly obviously been trending in a Narrativist direction for a while now, but I'd say it's only the most recent batch of games where it's also been trending more towards Gamism. Since that tends to run entirely counter to what I like out of things such as combat, I definitely consider that a problem.
We're still asking. Maybe one day we'll see a character we can properly control again.
I'm certainly not going to stop asking.
We are seeing a return of non-combat skills, multiple outcomes, multiple backgrounds for our character, multiple combat styles (although this might be seriously hampered by a pre-defined attribute system), which all seem to suggest a departure from a Gamist design.
All of those are good things, but there are also several other things that are still present: class-based armour and weapon restrictions, obviously the voice and dialogue wheel, and it seems increasingly little mechanical difference between classes. I do believe that the lack of choice with regards to attributes will be a problem with building significantly different character in the same class, and relying on stat bonuses from items is to me not a good sign at all.
But yes, we should be glad of the things that are at least better than they were in DA II or the second two Mass Effect games.