Variation in text dialogues
If the dialogues are only text based, you are right.
If the dialogues are voiced over, they will need to be recorded, and the triple sound archives can make the game gain a little weight.
@ Sorrow’s Furnace (VE)
I suppose if that was to happen, NPC’s will react to your choices and your behavior via dialogue, no voice acting needed.
If the dialogues are only text based, you are right.
The idea behind this is that it’s only applied to the text dialogues (because they’re cheap and easy to expand). Maybe I shouldn’t have used the inquest as an example since it’s spoken. Basically, the idea behind it is that you get the extra depth and immersion through written dialogues in an inexpensive manner.
I suppose if that was to happen, NPC’s will react to your choices and your behavior via dialogue, no voice acting needed.
If written well, the npcs can even give the same response no matter what choice you make. The effect applies mostly to the player (how does my character respond to this) but doesn’t change the outcome of the story. It’s customization without customization, so to speak.
I would gladly trade everything being voiced for your dialogue options actually mattering.
Baldur’s Gate/Neverwinter Nights, anyone?
They only voice the first line of a conversation and important lines, and leave the rest for the player to read.
That would be nice yes. However, with my suggestion there’s at least some variation in the character’s personality, without Anet having to come up with multiple dialogues or scenario’s. It’s not ideal, but it could be a decent compromise.