Continuum said:
Well, digital clay is a common standard these day.
Well, I must admit I'm fairly ignorant of the exact tools and applications used by today's professional 3D modelers and artists. As I mentioned earlier, if Bethesda were developing pre-rendered talking heads, I think they'd probably do an excellent job of it. However, they (and Obsidian) are relying entirely on dynamically-rendered polygons.
As an aside, I think that's one of the key issues facing old-school fans. Fallout and Fallout 2 left much to the imagination, using generic little clay men to represent all of the game's characters on the map and text to convey most of the dialogue. Only the most important characters got a unique face and a voice actor.
Fallout 3
et al leave nothing to the imagination, and I think that's a huge problem. You have dozens of NPCs with obviously generic, randomly-generated faces, acted by the same ten voice actors, with the same body shape, who all walk, run and shoot the same way. Unlike the little clay men of yesteryear, it's much harder to use your imagination — even though the clay men also looked, walked, ran and shot the same way, they were clearly placeholders.
Who among us here doesn't have their own personal mental image of Ian's appearance and voice? Cassidy's? Jagged Jimmy J's? John Bishop's?
Underestimating the power of imagination (corny as that sounds) is a failing of both today's computer gaming industry and modern gamers themselves. I sometimes feel I'm living through
The Neverending Story, in which people quit using their imaginations, and the Nothing slowly destroys Fantasia.