I think you touched on a valid point here. Does anyone else have the feeling that they would be able to roleplay better without voiceacting? The open world and non linearity puts restrictions on Skyrim. That makes sense. You can't do everything.
If you were given the choise:
more roleplay options and interactions but no voiceacting in dialogue or the choise beth made, aka voice acting but less roleplay options, what would you choose?
Perhaps full voice acting should be something thats kept for more linear RPG's for now? Time to start running? :bolt:
Have you played Morrowind? It doesn't have voice acting and it shows. Well, yes it has voice acting, actually people have often voiced their disappointment with Oblivion and Skyrim not having the Dunmer "chain-smoking" voice of Morrowind. Except the voice acting is present
outside the actual dialogues, so it still helps the immersion. In fact, there's voice acting, but since there's no elaborate acting we don't have to sit through awkward bits or wonder why everyone speaks so damn slowly. And when you get through the same lines, you feel like you're not hearing it all if you pass it up even if you read it. Lack of voice acting means ANY concerns about its flaws related to the acting itself is gone, you're sure it doesn't bother you. And I think it's much more... seamless or smooth personally. You talk to someone, you read his line and that's fine. No "I'm waiting for you to finish your lines" and such, and you actually save time, which may seem like a weird thing to lift up.
The programming for text-only dialogues is quite easy, and it shows with the number of lines and lines of text you read in Morrowind. Only for the main quest, you get a [censored]load of detail on everything. Before doing any real quests, Caius Cosades tells you're a newb and should look for work to get some experience. Then you can ask him about jobs, and he talks about the major guilds, where they are located and all. Instead of saying the bare minimum, what is essential to know as it looks to be the case in Skyrim, he (or anyone else) will give you all the details. He wants you to talk to someone? He will tell you in which city and canton to find him, where to look for him, and by that I mean asking people around for where he may be located since there's no NPC or quest markers. Quests feel much more "fuller" and complex and satisfying. There's no "can you get this sword I left behind in a ruin for me" and then by telepathy get both the name of the ruin and where it's located. Well, the person may tell you the name of the location, but the quest-log won't even record it and you'll need to press "show on map" to know where the hell you are going. And then, how do you actually go there? Up to you. Even if the person already got there, or if he knows someone who might know how to go there easily or where the place is located. Because of course, everyone knows where what they are looking for is, there's rarely any intermediary steps for quests. If there's a huge cliff or a big river you can't cross in the middle of the "straight" path, even if there's big landmarks which could help you to get around, no one will ever tell you that. Etc. And that is not to say Morrowind was perfect, but I can't imagine if they would have put more effort into it, how compelling of a game they could have made... But of course text dialogue is a thing of the past and outdated, so we'll never see that again and we can kiss goodbye well crafted quests or compelling character interaction.