But that is the beauty of the silent protagonist.
The player can project their thoughts and interpretations, the very voice, of their character without any extra work on the part of the developer.
Bioware may very well have meant every line to have been said in a set manner, yet the choice to have a silent Warden meant that it could be taken in a myriad of different ways.
No, it's not. It's a ridiculous mental fantasy supportable only by the fact that you can rationalize away all contrary evidence. The player can't do it - there's no rational reason for it, and any kind of explanation is undercut without dissolving into, basically, a rejection of any sensible form of epistemology.
Let's put it this way: the same arguments used to support the idea that you can "project" anything onto an unvoiced character is equally and equivalently persuasive for a story where Duncan never dies at Ostagar and is, instead, with the party the entire game.
A choice to have a silent Warden changes absolutely nothing about the game, because to make it work you have to ignore not only how speech works, and not only how social interaction works, but the actual content you see on screen.





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