ad hominem said:
Did you see any of the stories about the kids who were so into the Harry Potter books, but then after they saw the movies they couldn't go back and read them any more? Something along the lines of "it wasn't what I imagined, but now it's all I can [imagine]." The human imagination can do things a lot better than any team of designers will ever be able to. That's not to say that VO can't be cool; but when it's a choice between doing a half-assed job at it or not doing it at all, I would much prefer they not do it at all. Bad VO kills immersion (not like Oblivion needed any help).
I understand what you're getting at, but I'm not sure it's relevant. Otherwise, text games would still be the best way to go. Sometimes I prefer
not to do the bulk of the imagining, especially when the medium is so capable of providing visual and audio cues to fill in the blanks.
Voice over was handled rather poorly in Oblivion(like the inconsistency of some voices), but it was still preferable to just having to read the boring dialogue like in Morrowind. At least it gave
some illusion of personality to the characters.
A great example of how voice over and other details like facial expressions can make a game and it's characters more memorable was VTM: Bloodlines. Even most of Bloolines mundane NPCs are forever burned into my memory, the same with other games like the talking heads in the Fallouts, characters in Gothic, KOTOR, and the spoken dialogues from characters in BG2. Voice over has been a good step in the advancement of CRPGs IMO.
Hazelnut said:
I am not against voiced dialogue, either full or otherwise, in principle. But for an expansive, sand-box game with ~200 hours of play, and where the lacklustre dialogue of the last installment was a not uncommon criticism, it was IMHO completely the wrong decision. Absolutely disasterous in fact. I personally reckon that the quest simplicity, handholding and built in walkthough were an inevitable consequence of the decision to do full VO. And since they are my main problems with the game, that's makes that decision a rather important reasong as to why I was so disappointed. I don't think for a minute that given a different game, with a different scope and maybe a different dev team as well, that full VO wouldn't be the right decision.
Why would you assume that when those issues had been the same in Morrowind, a game that lacked much voice over at all? Voice over had nothing to do with the Oblivion team's lackluster writing and quest design. Had they not gone with any voice-over, or visual character emotions, the game would've still had the same problems. Most likely if they added anything in place of those two features, it would've just been more bland content in a game already bloated with bland content; additional quest-lines, a few extra graphical flourishes, an extra monster or two, another armor set, etc..