You have to have PC voice in your interactions with other characters. I mean I get it, I have BOTH Divinity games, but in todays game environment it really just comes off as lazy. It totally breaks the immersion, not to mention, there are times in the game that the PC speaks during random conversions while in the world. So why not just go all the way with it? I mean this all started in Dragon Age, where everyone spoke except the PC, but I mean even they integrated PC voice in DA 2.
I am a bit RPG buff, so I own and played most RPGs since 90s.
Generally, there is no feature that any games need by default. You might have a point here when it comes to marketing - main stream crowd might expect VO, open world, battle royals and whatever is popular right now. Those things, however, don’t necessary make a good RPG and might not be a good fit for the project depending on what they aim for. And if your aim is to create a cRPG - a game in which you give player freedom to heavily customise their character, including their race, sex, class, alignment, background and moment to moment decision making - then overriding all that with authored VO for better production value, is just counterintuitive. It’s like forcing your character to use certain weapon “for more immersive animations”, because look how well Devil May Cry5 looks. Different games, different goals.
And historically, more expensive production value results in a weaker RPG. Bioware catalog moves closer to action games then RPG, the more they invest in presentation, over roleplaying. While there are obvious examples (Fallout2>Fallout3>Fallout4, Dragon Age:Origins>Dragon Age:2,3). Cutscenes and VOs are influences from non-interactive mediums. There is a reason games like Dishonored barely use character cutscenes - choosing how you play and seeing the world react to you is the point of the game. Taking that away, and making it more like Call of Duty would directly undermine the fun of the game. Similarly, if players are asked to author a character in an RPG, taking control away from them is undermining their ability to roleplay.
Witcher3 is a worldwide bestseller - but it is barely an RPG. More importantly, it works well not because it is fully voiced, but because it stars a well defined main character with set race, sex, age, background, political and philosophical viewpoint, set romantic interests and set agendas. Players have no control over any of it. As such VO and cutscenes can present this character in-game better then they could with just text. What is Baldur’s Gate3 hoping to communicate through cutscenes and VO? What direction can they give to actors? What decisions they can make when composing the shots if they don’t know what could possibly be coming through characters head? I see only two options: either the VO and directing will be as bland as possible - which is bad. Or they will make choices as to how your character feels and thinks which will be constantly at odds which what player is having in his/her mind. While it’s work in progress, BG3 early access seemed to do both - from unimaginably (and buggy) staged close up conversations, that have nothing further to add through direction, to those odds moments when our character reacts with some over the top reaction for no good reason.