I thought theh said they couldn't possibly voice everything?
I remember them saying the same about DOS2, which ended up fully-voiced.
From
this interview:
[b"]Jumping back to dialogue, one of the things I don’t like in some RPGs is characters that don’t talk. They speak in Baldur’s Gate III but I noticed they don’t voice their dialogue choices. Was this done as a way to give the character a personality while also retaining many dialogue choices?[/b]
With Original Sin 1, we introduced a tag system. If you’re playing a fighter, you’ll have dialogue options specific to a fighter. In Original Sin II, we kept on adding more and more tags. You made a choice and it has ripple effects. Here, we’re using these things more and more. There are many dialogue choices that are custom-built for origin characters.
This comes down to
budget and manpower. If you
don’t have enough writers to come up with all of that stuff,
you can’t do it.
Without the money to voice record all of it,
you can’t do it. If you
don’t have the scripters to script all of those different things
you can’t do it. We identified the strengths of Original Sin, improved on them, and made them even stronger in Baldur’s Gate III."