It doesn't have anything to do with the actors learning about the world - that's irrelevant, the actors just need to read the script (they're good as long as the guy that wrote the script knows about the world).
I blame voiced dialogue because it naturally limits the amount of dialogue a character can have. Any dialogue options require more acting time and effort on the parts of various individuals and also more disc space. With written dialogue you can have as much as you want without any problems, which means you can expand it significantly at the tip of a hat and make it non-repetitive. As it is with voiced dialogue, everybody ends up saying exactly the same thing because there's only so much voice-acted material to work with. This is also one reason why it svcks to mod npcs in Oblivion, as well as quests tied to them...
down with mp3 - the death of memory.
Thing is that developing a game is very different to creating your standard film or a play. Respect to those other media, but game development is a damn site more complicated and inherently trickier and so requires a hell of a lot more time, effort and co-ordination to get up to the same standards. About the only media that compares is cartoon and even then it's just one run-through.
With a play or a film (99 times out of a hundred) you have one basic timeline and set of actions that is set. So you have a comparatively straight-forward set of planning goals. Games like ES require multiple options and timelines. None of it comes ready-made. We know you don't just buy a chair you have to create one and the chair does not come with physics, you have to add the UV etc to make that work too. Ok that's simplifying it all, but most of us have been modding and we know it's true.
Film and such has its complications and nuances ofc, but it has other advantages too, For example another string for their bow that gives them an edge is trickery. With film you can make a few hundred extras look like the entire mongol horde etc ... Games could do such things but developers and makers just sort of gave up on trying because to many of the money men 'it's just a game'. That is not just the fault of the businessmen who have not been promoting their games properly, but it's real.
Next big deal that film and actors have is that the central figures also have skills ideal for self-promotion - they are the actors and this could be you - it's real. Games are still caught in the 'almost real', virtual reality thing = not real. Look at the way the films made LotR acceptable. Developers seldom have RL charisma equal to that of 'celebs'. what developers have is talent. That's entirely different. so what happens? If a film is terrifying or sickeningly violent th eactors and actresses make it acceptable - games just get [censored] on. I hope that gamesas don't employ Max Clifford though - that would really be the death of ES.
Put all those factors together plus I believe that the Devs have loads of ideas and plans, but what they actually do is accumulate 'piles of the good stuff' for each Province until a pile reaches critical mass and they have quality art, books and Lore enough to create a game at that point from what is there, and then that becomes the next release.
However, because they are basing it on pre-created stuff they have and at that stage the process becomes a jig-saw puzzle the 'creative process' then tends to get shoved out of the window in favor of the practical 'we convinced the money men we have something now we have to take it to the next level and get it out - do not over-complicate things'. There is less room for manoeuver and less time as the budget then gets inflated to accomodate all kinds of new specialists who need specific script-based input or pre-created code, whatever to base their work from. So that is the factoty stage. The devs ca do some things, but they are then limited and a lot of it disappears into the producer's corner. Once all that is shaken out and packaged 'everyone involved' then knows what they were doing and sequals can be planned more coherently from a Lore point of view.
It seems that what is needed is for various areas of software coding and production to create and maintain spaces in which the Devs can continue to work with more freedom - so the 'crazy devs' can then ensure that the quality of the Lore and general continuity is maintained. And that should (hopefully) keep devs and techie newbies more in touch with each other.
There is one big deal that rpgs have going for them - they are empowering the fans. Long live rpg - we are the Lore!