And i mean by that solving this weird problem voiced games have ... and that is picking a dialogue option.
Since as far as i know, there are only two options devs invented so far:
1) You only get few words / extremely short sentence ... the problem is what your character say afterwards can quite often be very different than what you imagined ...
Now when you mention it Rag... I don't think I can think of an RPG that wouldn't run into this problem. I am pretty sure Mass Effect was the game that figure out how to do fully voiced protagonist aka. selection of short descriptors with a lot of illusion or choice (aka, three lines to choose from, after which protagonists said the same thing anyway). Probably Alpha Protocol would be my favourite use of the system to date, offering much more reactivity than is ususally seen.
I don't think I have seen a game that tried no2. (giving full written text, and than rereading it after player picks one). Maybe Gothic1&2? Can't quite remember.
In either case, the character is created for you. Even with silent protagonists, the dialogue options are pre-created. You don't get to choose exactly what you say just the same way you don't get to choose how a voiced dialogue is vocalized. You simply are picking pre-made responses that are closest to what you would like.
I think you are discounting a value of leaving things to player's imagination. Yes, there is an inheret limit to what player can do in a computer RPG, and inheret limit to what a game can respond to. There is, however, a difference between not being able to acknowledge or respond to player's roleplaying and limiting player's ability to roleplay. That a game can't respond to the voice of my protagonist I have imagined is to me a far lesser problem, than a game imposing a voice and intent on my protagonist.