wrong person quoted with the rest of the context missing.
also if i wanted to read a book i would look for a pdf to torrent instead of expecting that shit in a modern video game instead of a old one limited by tech of the time it was released in needing to cop out with texto.
Not trying to pile onto the argument so no worry there, and what I'm about to add pertains to Western RPGs (basic bitch definition of which is that stats can influence more than just gameplay, potentially altering the main story or giving you different options you wouldn't have had otherwise)
I like text in theory over voicing all the dialogue because it could allow for a lot more it, from both NPCs and the player in the form of dialogue options/choices, etcetera. And the money saved from voice actors could go back into the game so maybe it could be extra good in other areas.
That said, I've seldom encountered a newer game that takes complete advantage of not dedicating a chunk of budget to VAs, and when a game
tried to do it, they fell short of the mark quality-wise. The main issue is a lot of games which come out and don't have VAs are doing so purely as a result of cost over anything else. It's not a
willing choice, they simply can't afford to voice the dialogue. The fact Disco Elysium, after proving a success (not successful enough to save the company but whatevs) went back to retroactively voice everything is proof that if the devs for a lot of these budget titles could, they
would, add voice acting. Everything else in the game was up the quality they could manage with the resources they had. Not many are going in with their dream title being primarily reliant on text for dialogue and environment description, just as it was a tech limitation back in the day, it's a cost limitation now, which feels worse somehow.
Though I think there's a handful of good examples of studios that output good games in spite of no-VAs being a clear budget limitation. Owlcat (after Kingmaker) have done a pretty bang up job; I actually find their writing a step up from Obsidian post-FNV. Iron Tower Studio are also pretty good. But I think depending on what you want out of an RPG (Above average story + impact on narrative via choices + stats) some games just skip the traditional 'gameplay' portion and just make a an actual 'book' (choose your own adventure but with pretty graphics and numbers) a la Sorcery trilogy or The Life and Suffering of Sir Brante. After BG3 however, Owlcat seem deadset on making their next title completely voice acted, so I hope it doesn't impact things too severely (such as making the noticeable and inevitable quality drop in the last third of the game happen even earlier).
I played Disco Elysium and I think I can tell why they didn't just make it similar to one of the CYOA books I mentioned above and call it a day (they would've saved on money, been able to hire VAs from the start potentially, and it could still play identically since characters remain static unless you interact with them/do their quests). I think it was entirely to carry some of the humour at points. Harry jumping backwards into an elderly woman, flipping two birds as his brain tells him how retarded he is, wouldn't hit as hard otherwise I don't think. That being said, I touched it a year after it first game out, dropped it, and finally completed it once the VA'd version came out.
There's also a balancing act with its politicism. It's fine as a right-winger to acknowledge it's slant towards pro-leftist thought without becoming a complete sperg about it. If it bothers you, just don't give them your money...
All that said, even in games back in the day where such a practice was standard (and I have played a lot of them by now) they still left me wanting. I think my expectations of older titles were higher because they received so much acclaim and my hope for text-based dialogue and the like was something I semi-expected older titles to meet considering their acclaim. I would think of questions I wanted to ask, that seemed obvious to ask and wouldn't otherwise affect anything else, but they just never appeared (this happened a lot in Fallout 2). I think Morrowind was the only 'retro' title with limited voice acting and a reliance on text that lived up to the praise it got. Though I didn't have a lot of questions internally because I already knew the answers to a lot of them anyway through future titles and in-game books.
After completing Fallout 2 (I played 1 and 2 back to back) I had wanted to get into the mods for Fallout 2 such as Arroyo before I even touched the game but after finishing it I experienced the same burnout. I did enjoy the respite from combat in the end section though on the oil rig. Random encounters taking 2-3 minutes when I'm trying to be thorough in my exploring really burnt me out. I kind of appreciated 1's simplicity in that regard (The military base and Super Mutant encounters near/at the end of 1 were more annoying than the end of 2, but going through the overworld in 2 felt more annoying, like there were way more encounters).
Anyway, sorry for interrupting your argument — carry on.