I think in general though there's this weird paradox in games that things we think we enjoy can make games worse, yet it feels bad to try to 'fix' now. I think the best example would be quest waypoints in various open world games. It's absolutely painful to play without them now, but on the other hand when one actually had to pay attention to your quests and goals, it resulted in vastly more satisfying gameplay compared to what's gradually turned into some weird ritual across a million games of fast-travel to nearest location, bee-line to colored dot, skim text, repeat.
No idea who first said the quote (that's been attributed to Gabe Newell) but it's just so true: give players the opportunity to, and they'll optimize the fun out of your game.
I think in general there’s a problem with gamers who demand that their games give them nothing but good feelings all the time. They don’t want to experience sadness, sorrow, heartbreak, fear, stress, or frustration. They just want the game to feel like a Christmas party that never ends. How dreadfully boring!
And I'm someone with moderately decent spacial awareness in video games and real life, and maps are incredibly useful.
With text only, I imbued the game with a little imagination - not unlike reading a book - and also found the weird translations let my imagination fill in the gaps
Given that flatness, I always found the voice acting awkward. I much rather read it.