» Tue Feb 01, 2011 3:57 pm
Mainly silent. Grunts and shouts are pretty specific, and there's not much deviation in how they're performed. Voicing dialog, though, would enforce a pretty specific style in how your character talks. For instance, given the lines:
NPC: Help me! My boy's been kidnapped and taken to some cave!
Choice: I will help you -or- I've got no time for this
How would you have the player character speak these lines, without forcing someone's character into a more predefined role? "I've got no time for this", for example, could be taken as a "I've got no time for your pitiful troubles. Leave me!" for a self-serving mean character, or "I've got no time because I'm on my way to save a town from getting ravaged by a dragon. I'm sorry." for a good character who wishes they could help but has bigger issues that are more pressing.
The only way to really avoid that is to make the PC dialog so generic and emotionless that it's bland and detracts more from the experience that it tries to give (and even being emotionless creates a tone you may not want for your character).