quite frankly, sometimes voice acting can be a curse and a god send. Personally I like voice acting, but only in cut scenes. I don't want to hear Kratos spouting off smak talk to the legions of zombies he fights off. Voice acting should be reserved for crucial story development parts, not every time yells at you "Snake? SnAAAAKEE!?!".
Sometimes though its helpful to use voice acting to direct the player during normal gameplay. Fable 2 did this rather well during major story quests and normal quests. In the howling halls on my first play through I would have stood there forever using time stop and fire balls to fend off the hordes of balverines if Hammer hadn't stated we needed to GTFO. This allowed me to not have a significnt interuption to gameplay, but was enough to let me know where to go next.
Subtlety is the key to voice acting, if your player doesn't dwell on it while they play then you have done a good job with it. If, however, your player finds themself agitated by the constant interuptions for voice acting you've failed at giving immersion to your game.
Sometimes though its helpful to use voice acting to direct the player during normal gameplay. Fable 2 did this rather well during major story quests and normal quests. In the howling halls on my first play through I would have stood there forever using time stop and fire balls to fend off the hordes of balverines if Hammer hadn't stated we needed to GTFO. This allowed me to not have a significnt interuption to gameplay, but was enough to let me know where to go next.
Subtlety is the key to voice acting, if your player doesn't dwell on it while they play then you have done a good job with it. If, however, your player finds themself agitated by the constant interuptions for voice acting you've failed at giving immersion to your game.