No, i'm not interested in voice-acted games, because voice-acting always comes at the cost of dynamicity and interactivity: It raises the cost of every possible character line, so developers are motivated to minimize the amount of responses.
In that regard it's just like graphics in games, which also reduce dynamicity, since now every possible action in every possible scene needs visual representation. The difference is: While graphics add an entirely new dimension to games, voiceacting adds very little (compared to graphics vs textbased), so in my opinion voice acting is a net-negative for games: It costs more than it adds. And that's all assuming GOOD voice acting, which is rare.
EDIT: Something that just came to my mind: The above is only true for literal line-by-line voice acting. I remember some games, where NPCs simply made a sound of approval, sound of disapproval, or any other "aural emote", and when it's done right it actually makes the game kinda cute and less "sterile", without limiting dynamicity or interactivity, since "aural emotes" can just be recycled for counless responses.