The character is indeed voiced. Did you ever played your personal story ?
Warning: nerdy devspeak ahead!
The player character (PC) hasn’t had new voice recorded since the game launched, so you’ll only hear your character speak in the following circumstances: conditional chatter, in cinematic conversations in the Personal Story, and in painterly “full” cinematics. We retired cinematic conversations with the Living World, so right now the PC can only “talk” through unvoiced dialog trees.
We’re exploring some technical improvements that may allow the PC to speak under new circumstances, but it’s actually a bigger undertaking than one would imagine due to the complexity of player voice implementation (10 possible voices, currently shared lines of dialog that we want to split out, scene timing per language, etc.). That’s about all I can say at the moment.
In short, we’re looking to make the PC speak again, but it’s going to take a bit of time to redo the code and content pipelines to make it work, not to mention updating our tools to allow us to generate PC lines that deviate based on race & gender, prior accomplishments, etc. We’re not ready to announce what those changes will actually be or when they might be deployed, but we’re seriously looking into it.
As always, thanks for playing.
Fun fact: SW:ToR had 8 classes with entirely diverging storylines and was and is still fully voiced. With the two genders that means 16 possible voices, with split lines of dialogue (usually 3 choices).
Actually, I’m not saying that you could’ve pulled off something similar as you didn’t have EA’s financial backing (although by not ditching quests for events and cutting down the ridiculous amount of ambivalent dialogue that in 90% of the cases is all about the everyday, boring lives of a zone’s denizens you would’ve had way more resources to concentrate on giving voice to the person who matters the most in an RPG: the PC… my 2 cents). However, I’m still waiting on a branching storyline where my choices matter, I have more than one line of dialogue, and which incidentally also takes my character’s personality, origin, species, and gender into consideration.
For you, the game should be about the PC at the expense of the open world content and ambience. For me, and for Guild Wars 2, it’s about the world as a whole since it’s a cooperative, shared environment. Neither approach is wrong, but we decided to put more of our resources into bringing the world to life. I don’t regret that at all.
There are some among us who want to feel some sense of importance to character planning. It could be as simple as having a text box to put some background story, it could be as weighted as having forking text branches. The impression I’m getting from the last two years of playing this game is there are too many unraveled and unfinished threads.
There are some among us that want to experience deeper lore and exploration, and be rewarded with some sense of history and context. That’s largely absent. Take for instance the ruins of the dwarves, is there anything to discover? No. You have a couple headstones. In Lion’s Arch there’s a placard serving as a memorial to those who died. What does it say? Nothing more than a description of what the sign says – no actual details. You can’t say that you guys have spent time fleshing out the open world when in two years time, 2.25 zones have been released. And those zones are shallow compared to the vanilla ones. What about the 30+ minigames? What about Order quests and events?
The open world is completed by our choices and what things interest us. To ignore that is to ignore any chance at meaningful content, open world or not. The two groups are not exclusive.
During the launch time ego boosting your company said you were wanted WoW’s throne. Let’s do a simple comparison. Count how many dungeons, count hearts and events as quests – do you think that Guild Wars 2 actually has the same level of content?