This is TES, not Fallout.
Funny... A lot of us were saying the exact same thing three years ago.
While I agree that Oblivion made a point of voicing almost all NPC's, and that that might be expected in future titles... I don't agree that it needs it. What we have here (fully voiced, and partially voiced) might be the RPG equivalents of Standard and Automatic transmission in automobiles. Some people like to drive stick.
I see nothing wrong with text based dialog if it furthers the story and depth to the world
One of the last redeeming qualities of TES was that it kept the oldschool appeal, the fact that what originally made RPGs different from other games was the fact that the NPCs in the game were real, and had lives, and conversations. I hate the fact that in the new Fallout games we get "a towns person" and they have one line of dialogue.
I don't see this. Very few RPG did what you are saying back then, and few do today. (Personally I don't see the need for it, but I accept that many do, and that it was common in TES.)
I do not want my games to have 15 NPCs with maybe 10 minutes of dialogue that is Voice acted by expensive voice actors with the other x randomly generated number of NPCs being one liners. It should be a ton of NPCs, with text, lots of it. Morrowind did it right.
:shrug: I don't see the value in the trade off. I would rather have 15 major NPCs like the Lieutenant and Set from Fallout than 150 "towns person" NPCs with slightly expanded banter.
And so dies the Golden Age of RPGs.
IMO that happened with the sinking of Black Isle.