I am a firm believer in using voice over (VO) only for necessary elements such as game narrative, and here and there to drive game play (e.g. instructions coming in over intercom, that sort of stuff). I think that game design should speak for itself, and generally, when lots of VO instructions are needed to drive game play, good design is lacking.
Unfortunately, my team doesn't really consider this, and feels that everything needs to be commented on by the main character's companion. As a result, I (sound designer) got a huge script in which I had virtually no say, with in my opinion lots of useless lines. Some examples:
When there's only one tree in the scene with a very obvious squirrel in it.
"Look at that squirrel in the tree!"
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In a room with one door.
"I wonder what's behind that door."
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When facing a lot of bad guys.
"Those are a lot of bad guys."
I feel we're dumbing down the player, and taking away lots of attention from the actual environment and player's initiative. However, whenever I mention this to the script writer or lead director (who is partially responsible for the script to), they're quite protective about it. I feel I have to ask line-by-line if this is really necessary, and this is not good for the atmosphere or productivity.
How can I convince my team that something more fundamental is wrong with the script?
Edit: Does someone have some good examples of games that use the above in a bad way, that I can use to demonstrate my point?