So wait, we didn't had good directions because of voice acting? You're not kidding, you're delusional.
You know, some people has said New Vegas had good directions and it was FULLY VOICED. Hell, there was Gothic also fully voiced, open world and no markers on the map. The list goes on.
And why else do we need voice acting? Because it's more natural. What happens when you talk to someone. You hear them talk, you see their faces, and their expression. You can also hear other people talking with each other on the street, not just to themselves looking for "that slave". YOU CAN'T DO THAT WITHOUT VOICE ACTING!
Didn't liked the quality of voice acting of Oblivion? OBVIOUSLY THAT MEANS ALL VOICE ACTING IS BAD!
This is a great example because I still don't know in what kind of emotion should I read this.
In a monotone? In a serious tone? While crying? While laughing? With a mocking tone?
This is what you're asking, to make up the half of it, because it would be more "immersive".
If imagining the voice is better, why imagining the picture isn't? As I have said, no more graphical glitches, no more bad animation (something BGS had problems with). Why not make a fully text game then?
Please. The second you started making personal attacks on me, rather than my argument, your rebuttal lost all traction. Your opinion not being in agreement with mine is not the same as me being delusional, so stow it.
I'm not saying that all voice acting is bad. But from the existing data that we are given, voice acting in the elder scrolls is not as effective as the textual dialog. Maybe they will give us more accurate directions in the sequel to Oblivion, but on the other hand they might not.
My argument is specifically about character, so don't side track the issue with irrelevant comments about graphics etc. Actually it's an interesting point that you just made, about animated facial expression.
In an animated film, the audience is able to react to the emotions of inhuman objects when put in a human situation. By this I mean someone can animate a mouse to walk on two legs, smile, dance, laugh, cry, love, live and die. As you move the animated character along the spectrum towards that resembling a real human, we grow more emotive towards them, and we'll sympathize more with their character. Eventually you get to a point, however, when the audience notices not the resemblances to a human for that character, but all the flaws that make it inhuman, and that point we are repulsed and disgusted by this inhuman creature. (flaws in this context being such things as exactly the same animation for facial expression across multiple characters, the way hair doesn't move in a gale when all the trees are sidewards and so on)
So yes, in the short term more accurately voice acted characters will increase the immersion of the game, but in the long run the immersion will be taken away because certain aspects of the game don't add up. For example, how your best friend doesn't talk to you in a friendly fashion, or how the guard who hates you for being a murderer will angrily greet you, cheerfully direct you to the landmarks around town, and angrily send you on your way. No you can't hear idle conversation between NPCs without text, and I don't have any objection to that. It's part of the suspension of disbelief that relationships between them are constant. Just like it's part of the suspension of disbelief that your insignificant character can be top of the heap in the game-world. However the discrepancies between vocal expression and the NPC attitude towards the player are those aspects of the game that cause players who are actually immersed in the game to reject the inter-character interactions, and then it's just a waste of disc space. Maybe Bethesda will perfect it in Skyrim, who knows? To do THAT, they need to close the world down and restrict the players interaction with NPCs, or have separate dialog for every single NPC depending on their attitude towards the player, and that's improbable.
Actually, I have no problem with voice acting in games. I have a problem with the limitations that the voice acting places on the ways the characters are expressed in the games, in the sense that full voice acting in Oblivion was, in the words of Lead Designer Ken Rolston "less flexible, less apt for user projection of his own tone, more constrained for branching, and more trouble for production and "disk real estate" than Morrowind's partially recorded dialogue".
Having quoted Rolston, I'll include the rest of the quote. Rolston was referring to the plan for fully voiced dialog. He made the suggestion that voice acting "can be a powerful expressive tool", which I disagree with. It is certainly equally as expressive as text, but in all likelihood less so. On that topic, I'd like to apologise for my bad example and direct you towards Lord of the Flies as another poster said.
On a tangent, the fact that you can't read the intended mood behind my example is because of your lack of knowledge, so don't blame me for that. A monotone is not an emotive voice, so that isn't a viable inclusion in your list of suggested voices. What would that sound like, if someone had written it as I'd said it? Every "-" is an audible pause, every line break is a longer audible pause. Every comma and full stop is an audible pause. The places where those are unnatural would suggest to a reader that an unnatural pause is made. The frequency and awkwardness of those shows the voice isn't controlled, so it couldn't be mocking - it wouldn't be effective. Therefore it's either said happily or sadly, and based on the fact that the speaker is talking about the death of their grandma after she broke her hip, and after speaking to an ambulance crew (so the speaker was present at the accident, because ambulance crews generally don't do meet and greet), you'd hope for the latter, wouldn't you? Whether you decide the speaker is laughing or crying is up to you, in this case as the speaker is me and that's an utterly true story, you'd be accurate to say either.
Rolston also said that "it can contribute significantly to the charm and ambience of the game." - I have no problem with that. But for all those people who read faster than they listen, and there's a lot of them, it becomes quite a useless tool in actual conversation non-playable character to character.
"I prefer Morrowind's partially recorded dialogue, for many reasons. But I'm told that fully-voiced dialogue is what the kids want." - I don't need to restate my views on this. It's the first principal of business that a lot of people don't know what they want, you design a product which is unique and then sell it by persuading them that they DO want it. Yes in the big world markets a product which loses customers is acceptable, because the "American" philosophy of business management seems to be "Lose a few customers, you'll always find more", and its such an effective philosophy, until one day you've pissed off so many old customers that they've told all of your potential new ones what a crappy business you have, and suddenly your new product has no economic viability. In addition to which, with an ESRB rating of 18+, the game isn't FOR kids, it's for advlts, and sorry, a fully developed sophisticated character isn't viable in a verbal dialog format, without a disproportionate amount of verbal dialog by that character, which would just result in the majority of people skipping the 'boring bits' or reading through faster than the verbal dialog.
Whichever way you decide to look at it, in the open-world anything is possible premise that the elder scrolls series has as an RPG, fully voiced dialog is not as effective as partially voiced. As other posters have mentioned, it also cuts down on modding options. It is undeniable that the pros outweigh of the cons of partial voice-recording, like in Morrowind. The fully-voiced dialog was one of few aspects of Oblivion which was criticised. The lack of adequate directions in Oblivion and thus reliance on the quest marker was also criticised. The directions were given verbally, (or rather they weren't given at all), the fully voiced dialog caused "trouble for disk real estate", in the words of the developers. It logically follows that fully voiced dialog is inferior. Then you consider the number of 2D characters in the world because they can't say enough to develop themselves, and the fact that verbal dialog is inferior to textual dialog is inferior.
Seeing as you did take such pleasure in insulting my mental state, I'd like to point out that I by no means expect that Skyrim will not be fully voiced. But it's an inadequate medium.
I've said all there is to say, and more, and I think the time of this thread has come now.