Correlation does not imply causation. Just because Oblivion has voice acting and fewer guilds/quests does not mean that voice acting prevents having lots of guilds/quests. Just because some popular games have voice acting does not mean that voice acting makes games popular or that Bethesda added voice acting solely to compete with other popular games.
Voice acting, when done right, is immersive because it mimics real life in a way that text can not. For example, there is no way to show emotion, accent, pacing, or pitch in speech using only written dialog. "Luke, I am your father" doesn't actually express any emotion. If spoken, it can be done dramatically to show that its a revelation, or it can be done in such a way as to say that its an obvious thing, or the emphasis can be placed on the "I" to show that he is the father as opposed to someone else, or it can imply that Luke should listen to parental authority. I'd say details like these are very important to immersion and to world building.
Furthermore, I'd argue that the number of quests or guilds has nothing to do with immersion. It adds to interactivity and provides more content, but it does not help one feel like the world is a real, living, breathing place. Daggerfall, for example, had endlessly generated misc. quests that provided endless gameplay. However, because they did not reveal anything about the world they did not do anything for immersion. On the other hand, Morrowind had a much more limited number of misc. quests, but they often (though far from always) revealed something about history, culture, religion, race interactions, etc.
Voice acting, when done right, is immersive because it mimics real life in a way that text can not. For example, there is no way to show emotion, accent, pacing, or pitch in speech using only written dialog. "Luke, I am your father" doesn't actually express any emotion. If spoken, it can be done dramatically to show that its a revelation, or it can be done in such a way as to say that its an obvious thing, or the emphasis can be placed on the "I" to show that he is the father as opposed to someone else, or it can imply that Luke should listen to parental authority. I'd say details like these are very important to immersion and to world building.
Furthermore, I'd argue that the number of quests or guilds has nothing to do with immersion. It adds to interactivity and provides more content, but it does not help one feel like the world is a real, living, breathing place. Daggerfall, for example, had endlessly generated misc. quests that provided endless gameplay. However, because they did not reveal anything about the world they did not do anything for immersion. On the other hand, Morrowind had a much more limited number of misc. quests, but they often (though far from always) revealed something about history, culture, religion, race interactions, etc.
I agree. I also disagree with several of the arguments against voice acting.
First off, to say that voice files fills more then half the DVD is ignoring the size of an actual dual layer DVD, the size of Oblivion, and the size of current single disc games. It is an understatement of epic proportions to say that Oblivion did not utilize the space of the disc.
Second off, to say that voice acting is limiting space for models and textures, is ignoring the size of models and textures. An elephant limits the number of animals you can have in a cage, but if it's gonna be with mice and ants, then no, it does not limit space.
And then I don't see how Voiced Dialog makes it harder for quest builders, I can see it if the quest builder [censored]s up and needs to change something after it has been recorded, but I see the solution to that, as...not [censored] up to begin with.
Then there's the whole thing about just making quest which doesn't involve a lot of voiced dialog, and voice is only needed to make conversation immersive, but conversation is not the only natural and normal way of conveying information, orders and information can come through letters and notes. Fighters guild porters could just come up with file and say "the boss has a case for you", and then hands you a file with all the information you need, this could take care of all the lower level quest stuff, and then voiced dialog could be focused on essential quests.
To me, this whole thing is discussing solutions to a problem that hasn't arrived.
Let's just look at Oblivion:
Total amount of data alone in Oblivion 4.6gb
AI, physics, game engine, graphics engine, and several different other parts all combined: 7.19 MB
Voice: 1709.35 MB
Textures, models, music and sound effects: 2136.05 MB. Let's be honest, it the music and sound that takes up the bulk of this.
All the other stuff (quests, NPCs, game data): 235.92 MB
Why is Oblivion only around 4.6gb, when Red Dead Redemption managed to be 6.7gb on a single disc? This means Beth managed to not use 2.1gb. I mean come on that is just ridiculous! That's room enough for double the voice acting! or whatever you want in any other field?!
My personal placement?
Now we have 2.1gb we can spend on this. Now let's say we want 3 times the amount of quests in Oblivion, that 707.76Mb, boom, now we have 1.393gb left. Now if we want those extra quest to have voice acting, we could put the rest in voice acting. I'm guess you're not gonna agree with that, so obviously if we make the quests require a minimum of voice acting, either by getting them through letters/files/posters, or by having them not all involve a [censored] load of conversation, we could put 500Mb in voice acting, because we still need some servant to say "We would like to have you look into this issue" *hands PC a file*. 893Mb left, I've already gotten what I wanted, I would probably put the rest in Textures, models, music and sound effects, because I want the weapons and skills back from Morrowind, well actually also some from Daggerfall. Now we have a fully voiced game with a lot of logical text based missions.