One constraint that we have in writing game dialogue as opposed to movies is that in a movie, it's two hours long, you watch it once. In a game the same piece of dialogue could be repeated 50 times. You know, if you have someone saying Look out! in exactly the same way more than once, it really starts to sound fake. So you want to record variance of all the possible things that someone could say and all the different ways that you could say it when they want to warm another character that a monster is coming up behind them. That is one thing. You want the dialogue to unfold in a way that reflects what you the character are doing and not just playing a movie scene.