Is there a form of storytelling where the man character doesn't talk or emote throughout the entire story?
My thoughts on the matter:
1. The only way to really max out player involvement with the game's story is to have a fully voiced protagonist who is very active in the dialog scenes and where the dialog scenes greatly impact the gameplay and story through the game.
2. If you have a strong protagonist (hawke, shep, niko(gtaIV

you run the risk of annoying the player by taking control away from them(My biggest problem is when the hero is largely reactive and has no plans, options or goals of his own) and by annoying the player if your team isn't talented enough to do it very well. (Most gamers find shitty writing more tolerable if it's not their character saying the dumb things).
3. Sandbox games or silent protagonists can definitely elicit emotional attachment from the player. Whether specific games do or not is player preference and contingent on the games themselves. Personally I have a lot of attachment to TES3 and 5, but not so much to 4 (3/5 were much better than 4 in most aspects). Ex: The last quest I finished in Skyrim was in some shit village where a kid wants to be an adventurer. I can either tell him to farm mud, or persuade/buy/intimidate his father into accepting his son's wishes. If I go through with it and come back the kid will be clad in armor and have enough renown to be named Eric the Slayer or whatever. I love that shit.
4. I think Bioware has shown that player attachment to the story is mostly tied to the lives and futures of the closest NPCs that the player comes across. Even more so if those NPCs are companions.
5. Pursuant to the last point, the best instances of storytelling have:
A. Elements that are decided by player choice (And real choice, not two ostensibly divergent paths that merge at the first opportunity.
B. Affects the gameplay in a significant way.
C. Involve NPCs that the player has an attachment to.
D. Use a fully voiced hero the player fits into.
The above listing is why the Tuchanka scene in ME3 is the best storytelling in a game ever. Everything from the clutch ride with Wrex to the final destination of Mordin was A+ quality, but also A: player's choice has a massive impact on the scene, B: the primary gameplay elements are driven by the story (is Wrex/Mordin with you), C: Finish the story of the top squad mates in the game (wrex/mordin) and the entire thing is made possible only by the heroic actions of the player.
That's also why the ending to ME3 was such a huge disappointment. Once you say goodbye to all your buddies in the most forced dialog ever, there's almost none of the above list in it.