Do the game creators think we can't tell who is talking if the main character talks in FPS mode. Is that why usually they only talk in cutscenes? EX Master chief
Nope, I don't think that's much of a problem. I guess that's more a question of design philosophy. Some designers consider that the main character in a first-person game is nothing more than an interface for the player to interact with the game world. In this case, the player almost IS the main character, and that's up to him to figure out how to think/move/react/talk in a given situation. Often this is a point of view widely spread among designers who played (or even wrote) a lot of pen & paper RPG's. That's really the "you are the hero" way to handle it.
The other most common approach in the industry is to consider that the main character in the game - just like any other NPC - has a name, his own background story and behavior. The player only embodies him during "gameplay" sequences, which allows to have more control over the main story plot and a more consistent experience (at least regarding objectives & narration). That might be something inherited from the motion pictures industry, or from video games based on movies with all their constraints (although I'm really not sure about this).
Of course, you can find a lot of examples in-between those two opposing approaches (i.e. Half-Life, the game with no cut-scenes and its carefully written hero... who's mute). Almost each game handles the first person thing in a very unique way... And to me, the most important question is: does it provide players with a cool, consistent experience? I think most of them already proved to work quite well!
