GIRL: I long to be at your side as you journey to Etheria. But I—
BOY: Your place is here in the castle.
Do you see the problem here? No, you don't, because it doesn't show up in writing. The problem is that someone wrote out a script like this, and one line ended with "And I—" or "But—". And then, I'm assuming here but it must be this is fed into an asset pipeline where each line is independently animated and associated with a voice clip, and the voice actor records each of their lines one by one, probably alone, probably without getting to hear the lines before and after theirs. And so when you listen to this bit in the actual game, it's
GIRL: "I long to be at your side as you journey to Etheria. But I—" [full-second pause as the game waits for her to finish her "natural" gesturing animation before moving the camera]
BOY: [200ms pause before speaking as he begins to "naturally" gesture] "Your place is here in the castle."
No!! That is not how people speak!! We tolerate this in writing because the emdash— is assumed to indicate an interruption in speech. An interruption! Obviously!! Not someone stopping for no reason in mid sentence and then someone else starting to speak a second or more later! You can't just read it out like that! No other form of theatre or filmic media interprets scripts this way, you associate this kind of line-reading with bad high school theatre, but it's all over video games. I'm watching Christine play Final Fantasy 16 and every third line in the opening section does this. This game has so much advanced technology. They've got some fancy face-scanning acting for facial animation. There's an early cutscene where a character is listlessly pushing leftovers around a plate that just feels like pure showing off. But they've got the same problem where they cannot naturally portray a person interrupting another person that the very earliest voice-acted games had, and it's either because of limitations in their directing or their fricking asset pipeline. In earlier games it was easy to just write this off as "bad voice acting", but the acting in this game is professional and might in fact be very good. Whatever's wrong here is systemic.
What makes this possible? Is it because game dialogue started as a text medium and transitioned to a filmic one? Is it because gamers got frog boiled into accepting bad acting? Did allowing dialogue to advance with the A button just override every other concern?
This! So many voiced rpg games do this, and you'd think that the better funded ones would spend more time trying to deal with the problem but no, instead they spend all their time and resources polishing up the graphics or tweaking the combat and ignoring the roleplaying side of the game when honestly I would put up with so much more janky combat and buggy graphics if the story and dialogue were done better!
I think a lot of this comes from the assumption that what makes a good game is the graphics and gameplay, completely ignoring all the other things around that which make the context for the graphics and gameplay to exist actually compelling/fun. Like yes, gameplay and graphics are important but you also can't use that as an excuse to let everything else slide.