Avowed’s in-dialogue glossary isn’t that new, really—it’s just somehow not industry-standard yet, though it could solve the ‘amnesiac/prisoner RPG protagonist’ problem forever

I am utterly captivated by Avowed’s comprehensive collection of words. If you haven’t delved into Obsidian’s charming RPG yet, take note that the game offers a “dialogue history and lore” feature which can be accessed during moments when characters aren’t speaking. This feature not only allows for quick perusal of past dialogues, but it also displays definitions for terms used within the conversation itself. For instance, it might explain important organizations, individuals like “Claviger”, or fantasy-related terms. Here’s an illustration:

This innovation seems to be stirring up excitement among design circles and gaming enthusiasts, even though it may not exactly be a groundbreaking concept. Titles like Tyranny and Pillars of Eternity 2 have had similar features, as do many games developed by Owlcat. Supergiant’s Pyre also incorporated hyperlinks in its dialogue. This isn’t reinventing the wheel; it’s more like a new variant of the wheel that’s been successfully introduced.

The main reason isn’t that it’s required by industry norms, but rather, traditional Role-Playing Games (RPGs) haven’t become widely adopted—not even games like Baldur’s Gate 3, a significant RPG event this decade, effectively utilize a built-in glossary. Although these games mimic the knowledge checks from Dungeons & Dragons tabletop role-playing games, they apply them sparingly and you can’t consult them whenever needed.

What might be the reasons why healing items in mainline RPGs aren’t always depicted as red like health potions? To be frank, I’m not entirely sure. It seems plausible that it could involve a bit of additional development work. In the game Avowed, for instance, terms related to conversations are added to your glossary as they appear, which I suspect isn’t an easy task from a coding perspective. However, game development is already complex, so I’ve often found the argument that ‘it’s difficult, so we won’t do it’ less than convincing.

This type of glossary system is incredibly useful for accessibility purposes, as it is. For individuals like me with ADHD, an overwhelming influx of new terms and names can lead to swift disengagement – this is why, despite my fondness for Disco Elysium, I haven’t managed to complete the game even after playing for about 10 hours across three separate attempts. As my handwritten notes pile up, I find myself unwilling to succumb entirely to my inner Disco Cop and intentionally fail at detective work instead.

Additionally, I believe this mechanism significantly enhances the role-play aspect of your RPG as well. Consider how many games initiate you as an outsider or someone with amnesia. For instance, being a prisoner on a ship or someone who’s just been knocked unconscious and lost their memories can make for an engaging setup. This arrangement also cleverly synchronizes the player’s and character’s knowledge, which I find quite appealing. However, I do appreciate it when this approach is used sparingly—the introductory sequence in Oblivion is a classic example.

It feels wonderful to immerse myself in an RPG without encountering phrases like, “Wow, you must have bumped your head!” or “That asteroid sure gave you a beating!” or “You’re new here, huh?” I truly enjoy stepping into a character who is already aware of the game’s equivalent to the Catholic Church, making the experience even more engaging.

With Avowed’s system, you begin the game representing an empire. This allows you to effortlessly understand new terms as they come across, thanks to a handy mini-encyclopedia at your disposal. Plus, your character can authentically share their thoughts on subjects they should be well-versed in, making for a truly revolutionary gaming experience!

While I might come off as a bit tongue-in-cheek, I do believe there’s ample opportunity for exploring new ideas. Picture yourself reading one of these notes and encountering a description like: “You have zero clue about this person,” which feels strange because you’re not acquainted. Interestingly, certain independent role-playing games delve into this territory. For instance, Cyclopean: The Great Abyss lets you collect topics from your own experiences, then utilize them in dialogue.

In addition, I can imagine a game where there’s a concealed ‘knowledge level’ score associated with your character’s backstory at the start. For instance, if your character belongs to a secret order of monks, when their leader appears in dialogue for the first time, you are already well-informed about them – not only does a specific, labeled response option appear, but you also gain immediate access to a comprehensive description of that person each time they’re referenced later on.

As a fan, I can picture myself immersed in this captivating world where my character’s growing familiarity with a magical kingdom mirrors my own ease in accessing information about it during conversations within the game. This system could truly elevate the experience for characters who initially present as more archetypal amnesiacs, making their journey through the fantasy realm even more engaging and immersive.

While some might argue it’s a bit like a video game, the reason we have hit markers, satisfying parry sounds, and slow-downs is to make the whole experience more understandable for someone who doesn’t know how to swing a sword in real life. Essentially, this system isn’t new, but it’s not mainstream either, which is surprising given its effectiveness. In essence, I believe it’s high time we embrace this approach.

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2025-02-19 17:34