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Given that SN2 is going to have Co-op, the player's character must be able to speak to his companion. It can be limited to the basic notifications, a bit like the AI was in SN1, to preserve the effect. Let the players themselves talk to each other in real life. Build in a voice chat feature for online play to support this.
To be fair, there are advantages to doing a voiced protagonist. The developers can tell you a story. They can give you important information and context, if that's what they want to do. We've all played such games.
The question is what kind of game experience do the devs want to create? One similar to SN1 where the player is left very much alone to figure it out, or a guided story more like so many conventional games where you move from cutscene to cutscene?
I'm obviously a fan of the former. However, if they're going to insist on a story, I will ask that they please take the time to think it out thoroughly beforehand. Storyboard it. Script it. Review it and ensure it's compelling. Think a bit like a movie director, because if you think about it, what you're producing in that case is a movie in which the player is the main character. Make sure that the dialogue is snappy and always serves to move the plot forward. Each scene, each interaction with the audience has a purpose, and choose a moral of the story, something that you're trying to explore and do it with openness and honesty, avoiding preaching. SN's universe is a platform suitable for such a thing, but in our world today, the standard to be really compelling (without p...ing off at least half your potential market audience) is very high. Please avoid the situation with BZ where the story was rewritten midstream, the entire writing team was replaced and a new team brought in on an impossible deadline and given almost no creative freedom. It was a disaster, and an avoidable one.