Dimitriov said:
How am I supposed to know I am playing an rpg otherwise?
My sarcasm meter is broken and I can't tell if you're being facetious or not, but it's something to take note of.
RPG players gave up a lot of freedom with the writing when many games moved from primarily text to voice communication. I hold up Baldur's Gate 1+2 as the best example of the happy medium you can have between the two though. For those who haven't played it, most NPCs would only have 1-2 lines of voiced dialogue
if that. But it was enough, because after that you could read every following line in that voice and it allowed the writers freedom while still giving the player the mental 'image' of the NPC talking.
Exceptions were made for some major NPCs and party members, but I still hold up BG1+2 as the best example of how to mix voice+text well.
That's not to say fully voiced is always bad, but how often when playing, say, Fallout 3, did you find yourself reading the subtitles and then clicking to the next line before the character had finished speaking? Often? While game design has clearly moved forward, we shouldn't forget the accomplishments of the past, and one of those was the ability to deliver large amounts of dialogue via text while still having the player hear the NPC's voice in their head.