On a related note, I was really interested by what the characters had to say at the character selection screen in Divine Divinity. Needless to say, I was quite disappointed when I uncovered that this bit of gender commentary did not rub off on the rest of the game.
It was very interesting for me to read your post because I had an equal impression but there is a very good reason. I complained that <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> did not implement a rigorous storyline with parallel paths interrelated by the choice of the character that represents US as CRPG players.
I selected the female survivalist and trained her to level five lock picking when to my disappointment found doors which I was forbidden to unlock while I was the ultimate goddess of lock picking. It did not make sense to me.
When I chose to be a female enchantress and used an Elven bow as my most favourite weapon, I still had to be the one that flirts with the Elven Handsome rather than being proposed to as I was supposed to be really charming. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
When I chose the tall blond killer and from what she said, I expected the blacksmith at the marketplace to refuse to sell weapons to a woman that killed one of his trade, fair or not. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
Anyway, I think that the game design as it came out just needed a more comprehensive dialog system that takes into account the character being played; Read my bitter praise.
Cheers.
<img src="/ubbthreads/images/graemlins/wave.gif" alt="" />