That all makes sense and is a perfectly valid point of view. It seems you have your own particular thing you want out of a crpg, which is fine and reasonable. Speaking for myself, I'm fine with the game doing things outside my control, but the whole reason I pplay crpgs is to be able to create a character I feel is unique, and has an inner life that's unique and can decide their choices within the game. I don't project myself, but I do try and craft as unique a character as I can within the limits given to me by a given game. I happen to feel that with full voicing, we are losing even more capacity to feel our characters are uniquely our own. Instead of being able to imagine differences in tone and attitude, there will only be one interpretation, one reading only, ever. I won't be able to imagine my sorcerer playfully boasting about her innate magic with gale as opposed to genuinely being self-absorbed and bragadocious, for example. Also there are so many dialogue options, trying to create a consistent characterization across them all would be a maddening task in itself. In theory you can do all sorts of things for all sorts of motivations in this game. You could help the tieflings because you genuinely care about their plight, or because you just want to get to Halsin and this seems like the only way to do it. Or you could say you want to help them at first but then betray them when you decide the cult is the better choice. Those are three different approaches to the same situation and all would call for three different approaches to direction and performance to make work.