I agree wholeheartedly! Morrowind's way of handling things seems superbly suited for RPGs. In games with high choice, having only important people (including perhaps the PC) voiced makes sense. Though for other games like shooters this is entirely unnecessary for obvious reasons.
What I think could also help is if game devs waited until they'd playtested the game to hell and gone and were ready to release it before putting in voices. Just have the dialogue sequences all set up but unvoiced (or with placeholders provided by the devs/friends/family for free) so that they can catch those "Oh, what if they do this thing we didn't anticipate?" and thus ensure the VA can voice those lines when they actually come in.
veloper said:
For Bethesda it's an issue of not being able to write proper dialogues and not caring in the first place. Their focus has always been on sandbox screw around yourself gameplay.
Their stories cannot branch, because nothing is connected anyway.
Clearly someone hasn't played Elder Scrolls II: Daggerfall. Not only did it have branching quests, it had around about six endings. Of course, that was back when they had Ted Peterson as a lead designer rather than a guy who freelances for them and gives them short stories to stuff in books.