Voice acting sure didn't hinder Mass Effect...
Sales-wise? Perhaps not. It certainly hindered my enjoyment of the series.
"Role playing" as a hobby activity isn't the same thing as "playing a role" in some general sense.
True, but I think generally when somebody refers to roleplaying as opposed to playing a role they are referring to roleplaying as a hobby activity.
The analogies to acting fall apart because the exact thing you say VO does - force you to have a specific tone and intention - is something that always happens in acting. That's what the writers and directors exist to do. Sure, sometimes an actor will go off the reservation and make their own lines up, but that's pretty rare, and we all recognize it as the actor usurping the role of the director and writer.
Typically, while the actor will certainly have direction from the director and won't be changing the lines in the script, they are free to (and indeed expected to) come up with their own interpretation of the character and bring it to life. The director will let them know if they're going in the wrong direction, but at least in my experience, most directors generally give actors a fair amount of free reign in that -- the actor's own take on the role may well be, after all, part of why the director cast that actor in that role in the first place.
Let me try and put it this way: on your standard, a daydream is roleplaying. This is because you can craft an elaborate mental fantasy, and then simulate out reactions to it. Now, if you want to say all roleplaying is just like daydream and videogames are only RPGs when they mimic that, fair enough. I disagree, but at least we're clear on your position.
Personally, I would say that the ideal thing would be that they not only allow you to create and play your character however you like, but also react to it as well. I am more willing to sacrifice the reactivity than the control over the character -- but only to an extent. If there is no reaction whatsoever, it doesn't really qualify as a roleplaying game to me.
Frankly, none of that affects your ability to role play unless you have such a narrow definition that anything you don't control means "he" isn't "yours" -- and lot of people veer off into that direction. The Warden or Shep are light years more mine than any of those voiceless ciphers from the TES games. Geralt is feels more like "my" character despite being vastly more pre-defined than anything from even the old BG games. The most fixed character is the nameless one and that was better role play experience than anything in a more "open" environment. Revan was a great role to play and was pre-defined as hades obviously. Most CRPG's that have role playing as opposed to roll playing have a box they put you into so they can tell a story.
Well, as I've said before in this thread, my own definition of a roleplaying game includes being able to create and play your character. I'll stretch it from time to time (
Planescape: Torment count to me because, despite the past, the current incarnation of the Nameless One is completely up to you in all but appearance), but as that is the one thing that every tabletop RPG system has in common, I find it reasonable to apply as the basis to CRPGs as well.
For me, my character in
Baldur's Gate or
Icewind Dale feel far more to be my own characters than Shepard or Hawke, who I had to struggle with to make my own. I did manage, and I
can roleplay around the voice and the wheel, but I would rather not have that struggle and have to reload many times per game because of options that turned out differently than I thought they would. I also thought that DA:O did a very good job with allowing for different characters (no game's been perfect yet), and all of my characters in DA:O certainly felt like my own.
I am fine having my character put in something of a box for the sake of the story, so long as they remain my character and controlled by me. Always growing up in Candlekeep? Fine. Being actually the amnesiac Dark Lord of the Sith? Fine. Saying things I didn't choose, in ways I wasn't expecting? Not fine. That's the only one that makes it more difficult to play the character.
As much as I loved the CE origin and felt like it set up a great RP potential in the game the tone it set for me was jarringly at odds with the actions I had to take all too often. I had to adjust on the fly how I thought my character would behave once I appreciate he HAD to do certain things.
My city elf was cool with helping humans, although initially leery of it and with a few bitter flare-ups, but my Dalish elf wasn't -- and I was able to get that across fairly well. There are relatively few instances where you have to help them for any reason that isn't directly related to getting aid to defeat the Blight (which, obviously, is also bad for elves). Redcliff? Let the citizens die, kill Connor to get through with things as quickly as possible. The Circle Tower? Do whatever seems most expedient so you can get their aid. Loghain? He's in your way, so who cares what the humans think of him -- he's got to go.
Yeah, you
can end up with a character that's it's impossible to actually play out (if you want to kill anybody who doesn't outright attack you, for instance, that probably won't work), but I do feel there is a vast amount more room for different interpretations than there is in the Mass Effect series or there was in Dragon Age II. In DA II, for example, if your character reaches a point where they just don't care at all about Kirkwall any more... what then? If they don't really care about either mages or templars, what then? There isn't anything that's actually forcing you there. That is of course leaving aside the voice, which will often have you saying things in a way you didn't intend, adding another level of difficulty -- and since there's only one, every male character and every female character will sound exactly the same. That's a problem for me. Voices, and everything one does with them when speaking, are very distinctive.