IBlackKiteI said:
Personally I think RPG's should do away with having a blank-ish character and telling the player 'This is you'
I really want to play a game where I am playing a role, not my role.
I want to play a game where you start with a character who is already a character, and by the end of the game see how he or she has changed from who they were before according to my actions.
Wouldn't that be much more immersive than a blank slate your supposed to somehow imagine as yourself?
Depends on what you consider "immersion". Some players, including myself, like it when the character they play is one of their own devising. I personally don't like playing established characters as it feels less like I'm playing the role and more that I'm being limited by established continuity. Furthermore, there's also the middle-ground option: some established continuity, but otherwise blank enough to mould to your desires. Fallout 3 was good in this regard; a prologue tutorial that sets up the core backstory while leaving enough blank for the player to mould to their whim. When I go "what would my character think?", I want to sit down and think for myself instead of flipping through their three-page psych evaluation from the official game codex.
So, a voiced protagonist for sure. Dialogue options don't add points to the 'Good/Evil' bar but do influence your character and other characters depending on how you use them. The character speaks on his own a lot of the time, and what he says is dependant on his previous actions and the things he has said by way of the player, like if he repeatedly said in the past he hates fairies or something and burnt down an orphanage, the things he will say will be along the lines of a fairy hating madman who burns down orphanages. Every dialogue option chosen by the player has a unique response or action invoked by it which may not be immediately obvious, aside from ones which are just general questions and inquiries.
So basically the conversation system would be like Dragon Age: Origins, with a voiced protagonist, with limitaions depending on how the character is played, and a unique effect for everything the character says.
Okay, buddy, let's face reality. You can either have no voice and lots of options or limited options with a voice. Unless we develop some kind of sophisticated voice-generation program that sounds like actual people, this is not going to happen. No studio is going to shell out for loads upon loads of interchangeable and branching tones for the character to voice-act, unless you are suggesting the "anti-fairy, orphanage-burning" persona is one of very limited options, and when limited options are available, the "insane wacko" tones tend to be cut or, at the very least, the least desirable gameplay-wise (what with lost opportunities through NPCs avoiding you or becoming hostile).
Finally, why is LIMITATION so desirable? I can understand the desire to restrain the player so they stay on course (one of the flaws of the Fallout and Elder Scrolls games is the inability to stay focused on the plot), but neither do I want to be stuck in a corridor (*cough*FFXIII*cough*).
I'm not saying you're wrong in desiring this; just know you're a niche market.