I'm just happy they added voice acting and it was so well done.
In early access, I cried entering a new area with NPCs. That's a lot of reading, bleh. Reminded me of my Morrowind days.
*read in old man voice*: In my day, we read all the text in an RPG, AND WE WERE HAPPY ABOUT IT!
It's not so much that we were happy about it, it's just that we recognized that human beings without reading disabilities read text many times faster than actors can speak it, and are highly likely to simply skip long winded vocal passages. We acknowledged that human imagination is always infallible vs cheap voice actors that can be jarring.
We accepted the reality that people skipped voice over passages wholesale, that they inflated the production cost of games, and that the necessity for voicing all text in a game frequently limited the number of dialogue options.
Case in point, see what an unvoiced CRPG like Shadowrun Dragonfall can do with dialogue options on a limited budget. If you like words, unvoiced text gives far more freedom than voiced text does.
In all seriousness, a true RPG *should* include lots of text. It's about telling a story, and what's a story without words?
A textual story on a printed page should definitely include words. CRPGs exist in visual medium that isn't reliant on textual storytelling though. They have more storytelling tools available than text. It's like saying the first 30 minutes of "Wall-E" needed more words.
I read a couple books a week on average, am unimpressed by voice acting in games, and despise the narration in DOS 2, wishing it could be disabled entirely. It's not central to the reasons I'm disappointed by the game, but I can't help but wonder how much better the actual game might have been if they had just skipped out on VO, and put the money into hiring systems designers instead.