Belgian_Waffles said:
The difference, as I see it, is whether you are playing a character
you created, or playing an existing character within the game's story/mythology.
If you're playing an existing character, it makes sense that you have fewer options. You're choosing what
flavor of that character you're playing, but it's within an existing framework. So, you get maybe three options, basically boiling down to "good, bad, neutral."
If you are creating
your own character, this changes drastically. Far more options need to be available, because the game is effectively putting words in
your character's mouth. In an MMO in particular, this can feel extremely forced and limiting if there aren't enough options available--you're paying rent on this character, so you expect far more control.
But I think there's another facet of this that is often ignored: the character's
voice. Plenty of MMOs let you choose a voice for your character, but of course limit the dialogue to various battle cries and such. The reason is that when you create a character, it's not just about the looks. It's the sound and style of the character that you want to create.
If a game is fully voice-acted, that means it's far less likely that you're going to have multiple voices to choose from, due to expense. That means all human male protagonists will sound the same. All alien female protagonists will sound the same. For a single-player game, this is (debatably) acceptable, since you won't run into any other protagonists... but for multiplayer, or an MMO? This shouldn't fly.
If you aren't going to provide robust options for voicing and dialogue choice, it's better to have the silent protagonist. Otherwise, you move away from "character creation" and you step toward "character rental."
(ON DIALOGUE: If you want a branching dialogue system without forcing particular phrases into every player's mouth, there's always the option of more abstract dialogue choices. For instance:
NPC: "I don't like your offer, pal. It's insulting. Give me a reason to change my mind."
Player: - [Intelligence] Attempt to convince him of the value of your offer.
- [Persuasion] Attempt to persuade him to see your side.
- [Aggression] Attempt to coerce him into agreement.
- [Etc...]
This way, you're choosing what your character is trying to do, based on what attribute you feel most defines your character... but they're not shoving stock phrases into your character's mouth.)