I guess it would really depend on how good the actors were. I remember playing some old flash games that I thought had pretty good voice acting. At one point in time the guy who voice acted serious sam was doing $1 a word (and that was a really good deal because he had professional equipment).
I tried a combination of in-game audio moving to text for later parts of the game. Then I left that game on the shelf for about two years. Coming back to it now, I HATE the text version in comparison. You can’t beat actual audio dialog in a game.
Unless it’s for a Pokemon-style game. You can get away with it there, I bet.
not really for one thing my game is an RPG so voice acting can be done only in cutscenes and the characters will need there own voice even if it is gibberish but it will be easy on the localization
VO can really give a game that ‘AAA feel.’ When you have decent voice actors. And good writing. And the game lends itself to it. Oh, it helps if your players have a decent internet connection/storage space, since audio files tend to eat storage space a mite fast.
To me it comes down to a question of time and money. You’re going to have to pay the voice actors for their time, and you’re going to have to invest time to record. Oh, and you need equipment to do it right. Like anything that makes your game good, it’s going to cost you to invest in it.
If you’re like me, an indie developer learning the ropes of the industry, I would say you’re better to use text and in-game cutscenes; work on the quality of your material. When - and only when - you’ve got a firm grasp on that should you consider adding the next layer, in the form of the VO acting.
I should not say VO is required, even now. For proof, grab a PSP and download the remake of Final Fantasy III or Final Fantasy IV. Those are both classic titles that have no VO, but are still considered some of the best writing in the JRPG genre.