I'm not in his shoes though, heh. It's not like the game gives you much of an intro or anything to be fond of in Nohr. There are a few interesting characters you start out with and then a plethora of evil and betrayal. Sure, if I actually 'lived the life of Corrin' I'd agree with you, but that doesn't actually do any good for the player.
Yet you have no control over what Corrin says or does outside of a very few choices like which route you play and whether or not you kill execute someone after a mission or whatever and who Corrin marries.
I don't think it makes sense to think of Corrin as a player avatar. I also don't think the game really needs to make you care about the relationships of the characters that early in the game. It's presented at face value that he's grown up with them and there is mutual love between them and Corrin even says to his/her mother's face that it's hard to care about the Hoshidans (including mom) in a personal way because they are all strangers (and then the terrible writing strikes with Corrin going berserk as soon as
right after telling her that, lol).
Just to respond to this line of conversation quickly, this is really a problem that lies at the heart of any narrative video game that wants to present the idea that character is also a player avatar, which is why it's practically a cliché for avatars to be bewildered amnesiacs and blank slates, with or without voice acting (indeed, with a variety of possible selections for voice acting). Everything new to
us as we play is also new to
them. This isn't the case with Corrin, who has a history in Nohr, one that we only catch a glimpse of in scenes like training with Xander. And that's the compromise we usually see stricken, just as in the Zelda games, the only degree to which Link is established from the outset is through a snapshot of his relationships with other denizens of his home village.
(Personally, I have no trouble reading a pre-conceived main character
as a character, but I've never been one to buy into the notion of identifying closely with avatars as a projection of yourself, or the supposed value to "immersion" that brings. Not in books, not in films, and not in most games, unless we're talking about an experience that is literally all self-decoration from top to bottom, like Animal Crossing. But I digress.)
Functionally, Corrin is like any other Lord in the series, only with a customizable name and gender and a profile card tradable via StreetPass. He/she is a stand-in for a social feature more than anything. Robin in Awakening got away with it because he/she was a blank-slate amnesiac regardless. By and large, however, Corrin is a somewhat more customizable version of Chrom or Hector or Micaiah so there's some diversity to the way people's save files are represented in online interaction, as well as more configurability to his stats (strengths, weaknesses, class affinity). It does send a bit of a mixed message for a game to treat its protagonist this wayis he the player, or just a conveniently placed tactician character who appears on the field (and thanks to reclassing, doesn't even have to be a tactician)?but the ways in which the notion of a "player avatar" are a hindrance to the presentation of a narrative are problems that go well beyond this series.
I don't think it would make much of a difference if Fates retained the convention of addressing the player in the second person as an invisible tactician along for the ride, but it seems that most players regard highly customizable party members as a chance for them, rather than the developers, to set the agenda for who those characters are. And the branching of the game between Hoshido/Nohr/Revelation plays into that ideal of customization and its concomitant illusion of choice.