Previously in Beths Fallout creation engine ... A line from the player is limited to 80 chars including spaces ... from an NPC response , its 150 chars.
The 80 chars in my estimate will give us an average of 25kb per .oog file. Which loosely yields 325mb for storage space with 13000 lines. (but of course we have archive compression to reduce that)
How many lines did we see in the trailer. 20ish? over conservatively 15 minutes. So a pool of 13000 lines on that ratio yields over 150 hrs without hearing the same line. Of course that equasion is very subjective ... but atleast we can get a scope on it.
The 4 button dialogue option is obviously because of the 4 buttons present on the Xbox type controller. And an attempt to minimize the hud for immersion ... A good thing by any stretch.
Why wouldn't they have branching conversations when it called for it? But no reason to display 10 options just for the sake of having more options.
Not sure why there won't be tool tip option so you can see the full text if the paraphrase is not good enough and yields unforeseen out comes.
(certainly sounds modable)
And option to have subtitles , plus turn off voice. Would be a major oversight of dumb dumb proportions if its not there.
Pre-production a lot of us voiced our opinion about a voiced protag ... saying no ... spend the time and resources somewhere else. (with vague Idea's at best)
In the end it was their decision ... And I think they made the right one considering all angles and possibilities.
What I see happening eventually is a mod or 3rd party program to plug in , and modify the protag voice files as they stream through the engine , and tweak control player side.