Add to that one:
- Conversations take place in first person and are not Mass Effect style third person cut scenes.
Honestly, as much as I'm looking forward to this game, third person cut scene conversation would be a deal breaker.
Add to that one:
- Conversations take place in first person and are not Mass Effect style third person cut scenes.
Honestly, as much as I'm looking forward to this game, third person cut scene conversation would be a deal breaker.
I prefer the protag of games not to be voiced. Why?
The cost vs benefit of VO is not worth it in my opinion, especially for the protag for which if you get stuck with a bad VO, that can ruin your game. I have this suspicion that bethesda will strip even more RPG elements out of the game for the VO, turning it less RPG and more FPS game like they did with skyrim.
Very true, staying in first person is a must for immersion.
Don't really care one way or the other, but voted no because I'd much rather resources be spent in other areas.
... This is Fallout, not Witcher. Fallout has never been about a set protagonist. Bethesda RPGs have never been about a set protagonist. Set protagonist=shoehorning and limiting role playing.
Create what you want, play how you want. The motto of Fallout and Beth RPGs since the beginning. And just how it should be, like a table top RPG.
Voiced protagonist will always lead to less dialoge options, that is a fact. I vote no.
With the exception of the Courier since his/her's past isn't 100% set in stone. There are some things set like going out to where Lonesome road is and droping off the bomb (Which you don't know it) and meeting with Johnson nash but the rest is flexible.
Fallout has always allowed you to do whatever you wanted and make whoever you wanted.
As for the second question, good god no. I couldn't think of anything less creative. Just like with a voiced protagonist.
Edit: I should add that there may be planned events, but you always create your character. One of the best parts of any RPG is character creation and sticking with your role and playstyle. And in tabletop even more so as there are no limitations like a cRPG has.
It also get away from the entire sense of Fallout's SPECIALs. Is a voiced protagonist going to do tons of low intelligence lines? Tons of charismatic lines? So my dapper, suave playboy is going to sound just like my giant, idiot raider?
In 3 you didn't even have to go through the story line. You could literally make anything and played how you wanted. There was only an overarching narrative if you wanted there to be one. Just like in an ES games, really.
Who plays table top with random strangers, every time? Again, part of the fun of any RPG that allows character creation, is getting to know the world/lore enough to create your own unique being that fits in. Hand holding from a DM isn't required.
I find myself of mixed opinion.
On one hand, a non-voiced character allows you to better insert yourself into your characters shoes. It's always you talking, not you talking through a filter. It feels like you have more control over who your character is, even if the lines are still pre-ordained.
On the other, a non-voiced character never gets to make epic speeches. They never get to rally your allies for the final battle. You never get to have longer conversations. You're just kinda there. You get a single, quiet line than can fit in a dialogue box. And while that works for some characters, it doesn't work for others, and can make you feel detached from the ongoing drama.
So, in the end, either way I could live with.
Er, in F 1 and 2 you could go off and be a raider or play how you wanted. Murder half the town, save the entire town, etc. All making for various different character creation options.
A team on unknowns you say, like if the characters don't know each other you can't create your own. That made no sense to me. And the hypothetical DM you're sticking up for is me most of the time in my games and I would never presume to create characters for other people. Yet another great part of the table top experience is seeing what others create, what they did differently than you would have and how they play that character.
It boils down to this. After you make a second character the novelty and "immersion" dies. Every character is your first character's twin? How creative.