The entire OP reads like one long, drawn out rant directed at my thread (which OP obviously didn't fully comprehend) regarding what you, the player, would rather have from an RPG: Every line voice acted OR branching dialogue choices with actual depth, variety, and consequences.
The sarcasm in the OP was pretty heavy, and I still don't understand how my point was missed (although the poll results clearly showed that the players would prefer textual depth instead of voice acting that's shallow)
Yes, I was definitely parodying your thread. I
do hope everybody understood that and didn't read it as being literal.
That said, the point wasn't to mock you, it was to illustrate what I consider to be the illogic in your position. Eliminating something as central to the game as fully voiced speech just to "free up" development resources (money and development time, which just boils down to money and money, essentially) for something else that most believe less vital just doesn't make sense.
I
get the idea that people want a deep game with choices - I really do. What I think is mistaken is the idea that this requires deep
conversations, with many branching possibilities. What people want in terms of "depth" is simply flexibility of script to allow them to act in accordance with how they view their character.
And I think that the fact is that the game is pretty good about that in the first place. The Daedric quest you mentioned - you can play that quest any way you want; the only way that isn't really feasible is if you had a character who's a strict pacifist- but even then, that plays out fairly realistically. You can be a pacifist, and you'll die for it if you refuse to fight back when the Vigiliant attacks you out of fear. You can obviously play it in a morally neutral or evil fashion - just do the quest. You can play it as somebody who's good by simply defending yourself, leaving the house, and simply not doing the quest; this would also work for even a morally neutral character or even an evil character who nevertheless refuses to be the puppet of a Daedric Prince.
There are very few instances I can think of where the game doesn't allow the degree of narrative flexibility people require. The only one I can think of offhand would be that you
have to:
Spoiler ...you HAVE to be a mage, or at least join the Mage's College, to finish the Main Quest.
Outside of that, I'm having a hard time thinking of any instance where I wasn't free to make my own choices. Yes, I can't walk to High Rock, I can't eat bricks and I can't flap my arms and fly to Masser. Every game has some limitations - but Skyrim's are fairly few and reasonable.