Indeed that's what I would go with. Just let the technology catch up, and until then I would say don't try to do full voice acting. I mean when you have a game like WoW that doesn't really have any voice acting, and is still so popular I don't get why people are thinking it's impossible these days to make a game without full voice acting. I mean the quests do tend to svck in WoW, but it's still along the same lines of an open world with lots of quests. The way I see it is games that have a linear, movie type story would probably need it, and it wouldn't effect any of the development of the game, but with games like the elder scrolls which shouldn't play out in a single plot-line like a movie should be able to have more options, and I think full voice acting really effects that in a negative way.
Yes, I say that if they can not use synthesized voices yet, they are better off with Morrowind style voice acting.
Back then I did not think that Morrowind lacked anything in that regard, and even now when I play it, I dont miss anything. It seems so natural, or maybe because I expect such a thing from Morrowind, that it seems natural, so it all goes with expectation, and as I have said earlier, we are spoiled and expect more and more from games.
But if they revert to Morrowind style of Voice acting to wait for the voice synthesis to mature, they would gain the time and resources that would go into the voice acting process and they would remove the barrier that voice acting forces on imaginative new ideas for quest developments, AI, and prettily any other system that has to deal with dialogs, or voiced texts in any way.
In Morrowind method, as the pressure on each voice actor was minimal, they could find more voice actors that could do the job that was needed from them to be done, so they had more different voices available to chose from, and the end result was more varied in-game voices than oblivion.
But in voice synthesis method, or my suggested voice building method, we can potentially have different voice for each freaking npc out there, and as said before we can finally have npc'c that call our in-game characters by their names, and hear them do it, and more important than all, we can start to hear what our character says to others, with our selected voice, from a sea of available voices to choose, plus the tweaked pitch and effects to make that voice unique.
And if that barrier is removes, I can guarantee that you would see a revolution in what quests could do and what is expected from AI, believe me, and I say that playing without voice or with sub-par voice synthesis with new revolutionary styles of quests and AI, would be so much better that current, dumbed down style of quests and limited AI, that they could not even be compared with each other.
Edit:
I want to emphasize this.
Yes! People are spoiled!
Remember back when people accepted the fact that a video game is just animations on a screen and didn't expect developers to fool them into believing they're inside a movie? Back then, the only thing expected of a video game was to be FUN.
Now, it's just a showcase for pretty technology.
Wouldn't you prefer a game with more stuff to do than to just look at and listen to? The voice synthesizer is a way to accomplish this, potentially.
Aside from that, it's never gonna start sounding better until people start practicing with it.
Yes, yes, yes, yes, and exactly!
All that being said, however... since the voice synthesizer doesn't seem to add that much more realism than dialogue in text-form. Why don't we just keep game dialogue mostly pure text until the technology catches up?
But as you have just wrote before: it's never gonna start sounding better until people start practicing with it.
So let's hope some developers
jump the gun in this direction, and start practicing with it.
I think making an RPG all voiced was jumping the gun. And now, people who are used to Oblivion and Fallout 3 are uneasy about the idea of dialogue without voice-overs, because they're not used to it. In other words, they're spoiled, as you said.
They're afraid it'll make the game less fun, but if they could just experience an RPG with text-based dialogue and see for themselves how much more there is to do, and how much more freedom they get in the dialogue, and how much more immersive the culture and lore of the world becomes (as opposed to just the novel sights and sounds), there would be no question that fully-voiced dialogue ruins RPGs.
My exact sentiment about the matters.
Now, I'm going to write about the ideas that I have been working on, about new styles of quest development, and after that about new character AI, as I fill in the details,
as if the barrier is removed, so that jumping the gun in this situation looks even more attractive when people see the true potential of RPGs regarding quests and AI, although the quests could be done for adventures as well, and the AI part is universal.