I also can't understand the idea of "constraints of voice acting".
Voice acting requires voice actors, it requires lip syncing, it requires more animations and there is a limit as to how much can be done.
Text-based dialogue does not need voice actors or lip syncing, less money and resources are spent and more time is given to write more dialogue.
Say they have a voice actor doing a dialogue for one character, then when he's done with the voice acting the writers realize that there is a dialogue branch that could have been great to have but since the voice actor is now paid and done his part he is off to do other stuff and they might not be able to rehire him or cannot afford it because it goes over the budget.
With a text-based system they can at any point just edit in more dialogue options or edit a flawed dialogue response, they could even patch the dialogue in, or use the DLC's to flesh out the characters of the main game.
But with voice actors and more animations a lot more money and resources must be spent.
That is how voice acting limits the dialogue.
Oh and not to mention that since there are so many characters in the game and they only have a certain budget a lot of characters will sound alike.
But to remain impartial, voice acting makes for greater "imm?rsi?n" and it looks and sounds a lot better than just text does.
Problem with voice acting is bad voice acting, either the actor's voice, accent, how the line is read compared to the context ofthe situation or the line itself.
But with good voice acting a game feels a lot more... Polished, I suppose.
So using voice actors sacrifices how complex and vast a dialogue system can be if the game has like 200 characters to talk to, but it also makes for a much better gameplay experience visually.
I look at it this way:
It's either great visuals or great gameplay, do you want a game to be great visually? (it does
not mean you're a graphics [censored]) Or do you want it to focus on the gameplay and sacrifice certain aspects?
I choose the latter.
I choose the