IMO, one of the worst ideas of current open world games is the pre-captured voice acting that the current games require, it is like pre-captured graphic clips that you show to players to react to his actions, as opposed to a rendered character by the graphic accelerators.
It *SEVERELY* limits the openness of the reactions that an NPC can give us.
Imagine a game where there is a fully procedurally generated voice synthesis engine, or even no voiced dialog, where all your actions would be responded intelligently by NPCs, for instance when you asked a direction from an NPC, an engine could calculate the actual path to the target and another convert it to actual words, and another one convert that to voice, and you could be responded like this:
"Follow this valley until you reach a bridge to the other bank of the river, then pass the bridge and turn left toward the woods, and follow the path till you reach a tavern named, "The Round Tables", and then ask the manager for more directions."
And I can even think of algorithms for all the parts of that equation.
All the quests could pick the most suitable [i]available[/] NPC in the surrounding area for a specific role depending of the quest role criteria, and that NPC would deliver its specific text without any need to limit the text to save time and space for the saved dialog voices.
All the quests could be a lot more dynamic, bypass the problems caused by killed or otherwise unavailable NPCs, or items a lot better, and have dynamic rewards most suitable for the current situation, without the need to think about that before hand, and anything could be a lot more versatile and dynamic than current frozen affair of the quests and AI.
The voiced dialogs is so blindingly limiting now that you would not imagine and believe what a revolution of quest and AI development would happen, if we can break free of its heavy shackles.
It was IMHO one of the worst things that could happen to the open world genre of the games. If not "THE* worst thing.
I want to lend my a$$ to the debate and say that I do not remember *NO* problem with *ANY* direction given by Morrowind quest givers, and I really enjoyed the sense of detective exploration in that game.
It brought to life, a lot of cyborgs with exact the same voice for them, which in some situations changed between two different sentences. Yeah, right.
Just like Movies can not capture the flow of emotion that could pass a character of a book, as the writer writes them down, the voiced dialogs can not reflect them as well. The movies at least have live characters, that are a lot better at delivering the emotions in their faces.
KOTOR was not an open world RPG, but TES games are, and frozen fixed saved dialogs are the worst thing that has happened to the genre.
And I want a form of passable voice synthesis that would not limit the game development as severely as voice acting.
Morrowind was the best example of limited voice acting, and game the feel of a voiced world without limiting the quests in the least.
But I would suggest a step further and reach for voice synthesis, although a better implementation than the old technologies, and those would surely come and I hope soon.
By the way, in an argument, if you start to try to demean your opponent, it shows that you are lacking in the argumentation skills, or you want to fill the gaps on your arguments.