Depends on the game. I couldn't imagine Fallout or Dragon Age without voice acting, there's a lot added to both of those games by the unique inflection of each voice actor. For example, Alister could have very well come of as just whiny and generic without the stellar voice acting, but the way he talks, the subtle sarcasm, the slight dragging on certain lines regarding royalty, these things imply a lot. I dare say he might not have been half the character without voice acting.
But the real problem with such a change would be this; it's not the walls of text themselves that cause the problem, it's the break in pace and the change in how we adsorb information. In terms of immersion, one of the most important things to consider is consistency, that the set of rules we've applied to the world of the game aren't broken, because doing so reminds us that we're playing a game, that our actions ultimately mean nothing because they can be reset by screwing around with ones and zeros. And it's easier to create that illusion if it's closer to what we already hold as true. Thus, seeing a living, breathing world that communicates through text breaks immersion. Voice acting is useful because it allows the game to convey information without having to break flow
Which brings me to my other point. When you interact with media, you go in with a certain mindset, certain expectations. When you read a book you go into a specific mood, your prepared to read, and prepared to imagine. When you play a game, you prepare to react, to calculate. So when your presented with a wall of text(Which is usually not particularly interesting) you have to switch gears, and in comparison with the quick pace of most games, reading an entire conversation worth of text is going to seem boring and slow by comparison
It's the same critique Yahtzee gave Black Ops, but in reverse. When your really excited abut something, the time you have to wait for it seems longer, and vice versa. How would you feel if, in the middle of Game of Thrones, you were called upon to take control of Drago during some pillaging?
Cinematics are another story. I don't think they're useless, just misused. A cinematic implies that you have no control over the proceeding events. A lot of games use cinematics strictly for the camera angels, but I think we could get around that. It may at first be awkward to navigate an environment when left, right, up and down are constantly changing, but I think we could fix that problem by, say, allowing the player to just give basic commands to their avatar during cinematics rather then dictating their every move
When we read books we study events, when we watch movies we observe events, when we play video games we drive events, and understanding the psychology behind such things is crucial to pushing this medium forward as an art form
But the real problem with such a change would be this; it's not the walls of text themselves that cause the problem, it's the break in pace and the change in how we adsorb information. In terms of immersion, one of the most important things to consider is consistency, that the set of rules we've applied to the world of the game aren't broken, because doing so reminds us that we're playing a game, that our actions ultimately mean nothing because they can be reset by screwing around with ones and zeros. And it's easier to create that illusion if it's closer to what we already hold as true. Thus, seeing a living, breathing world that communicates through text breaks immersion. Voice acting is useful because it allows the game to convey information without having to break flow
Which brings me to my other point. When you interact with media, you go in with a certain mindset, certain expectations. When you read a book you go into a specific mood, your prepared to read, and prepared to imagine. When you play a game, you prepare to react, to calculate. So when your presented with a wall of text(Which is usually not particularly interesting) you have to switch gears, and in comparison with the quick pace of most games, reading an entire conversation worth of text is going to seem boring and slow by comparison
It's the same critique Yahtzee gave Black Ops, but in reverse. When your really excited abut something, the time you have to wait for it seems longer, and vice versa. How would you feel if, in the middle of Game of Thrones, you were called upon to take control of Drago during some pillaging?
Cinematics are another story. I don't think they're useless, just misused. A cinematic implies that you have no control over the proceeding events. A lot of games use cinematics strictly for the camera angels, but I think we could get around that. It may at first be awkward to navigate an environment when left, right, up and down are constantly changing, but I think we could fix that problem by, say, allowing the player to just give basic commands to their avatar during cinematics rather then dictating their every move
When we read books we study events, when we watch movies we observe events, when we play video games we drive events, and understanding the psychology behind such things is crucial to pushing this medium forward as an art form