I never said traditional media. If I must be specific, I studied the production of all modern forms of media. Radio, television, film, web content, and, yes, video games was also included. The only two fields that I haven't worked in too extensively are radio and video games, but I do have experience with both. It's just there are more jobs available for the other fields in my area.
You don't seem to be grasping what I'm saying. Spending resources on what might be heard by some, as opposed to what will be heard by all, and the fact that 2/3 of the recorded dialogue is a huge chunk. Yes, branching storylines and side quests means that some content may go unseen by some, but the majority of resources should always be spent on things the consumer will see. Regardless of how you play Mass Effect 1, you will always go to Therum, Noveria, Feros, the Citadel, Virmire, and Ilos. As a result, the places you are guaranteed to see look far more intricate, detailed, and higher quality than the locales you had the option of not visiting at all. In fact, most side missions reuse assets because it's more efficient.
However, you are right. I am thinking about this in a way that is far too traditional, because, at least in regards to video game voice over, there's a lot being left up to chance at any given time and that is pretty illogical. To have the majority of resources spent on things that may not be heard isn't all that smart, but it's a given in video games with branching paths and dialogue. I mean, there is dialogue that is only accessible if you are female with a certain background. I still don't see the toggle as being a good idea, but I'll concede your point.
That being said, going with a silent protag with voice DLC that comes later, still seems to be the best idea for solving these budgeting issues.
A silent game is harder to sell to a AAA market. It would make more sense to make a voiced protag and offer a silent DLC.
And it's not true that every player goes to Therum, Noveria, Feros, the Citadel, Virmire, and Ilos. A player who does not finish the game does not see the end.
My favourite DAO playthrough never saw the Circle Tower or Denerim, because my Warden was killed in Haven (by Sten). Not every player finishes the game, or even tries to. I still have no idea what the main story is in any TES game except Skyrim, and I played them all except Daggerfall. I played FO3 extensively, but never even tried to follow the main story. Is that a problem? Would the game somehow be better is they forced me to follow the story?
If I build a path through a park, and some people use the path, but other people just walk on the grass, then my path isn't being used 100% efficiently. But no one's experience is improved by me building a fence around the path to that people have to use it. The experience of using the path isn't improved. The path doesn't cost less to make. The fence offers no path-specific benefits. The only possible benefits of the fence are ancillary, but none of those apply here. There's no cost to EA if I don't finish the game. There's no cost to EA if I mute the music (which they already let me do - they spend money on the soundtrack, but then they let me turn it off).





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