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Alternate Codex Use: No amnesia for you


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#1
jackkel dragon

jackkel dragon
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I'm sure other people have thought of this by now, but I had to get this out of my head. Excuse my bad jokes.

I love the idea of the codex in Dragon Age, but I find the implementation interesting. Most characters in DA:O don't have any codex entries to start, and only gain entires when they hear about something related. But shouldn't a city elf know that city elves are looked down on by humans? Why does my mage know almost nothing about the templars? Nobles of all people should know about their own religion!

I'm not whining, just a funny way of looking at this. So here's my idea: During an opening script (or coversation) set the flags for information the player character would know already. Let's assume that in this (rhetorical example) module that all player characters start the game knowing the birds exist. In DA:O, you would usually have to kill a bird to learn that birds can fly (GASP!) But in this module, characters are taught from a young age that, yes, birds can fly. That's the first codex paragraph. Then we hear a rumor in the game that a stone golem has a personal mission to kill birds. New paragraph. Then, we might meet the golem in a quest. Then a new paragraph explains why the birds are being hunted.

Even regions and other such things can benefit from this (like religions or organizations known to the player, but I'll just kill several birds with one stone golem.) Let's say that in the module there is a valley. Everyone knows that the valley's plant life is purple, not green. First paragraph. We go there to find that the grass is green, but has purple flowers. A second paragraph dismisses the claims of the original. We then fight some barking dire crocodiles. A new paragraph, and a new entry for the new beast. During the course of a quest, let's say we decide to kill all the barking dire crocodiles. The flowers are sad and turn blue. The codex adds a new paragraph to each entry (one for extinction of the crocodiles and another for the valley's plants changing color.) The codex changes to reflect new revelations and quest effects, but generally known facts are added in the module's opening.

Thanks for reading that wall of text. If anyone likes the idea of knowing your character's parent's name before the character "meets" them in-game, then try this in your modules! You know, unless the name is supposed to be a surprise. Then you can hide it. But if everyone in the world knows that birds fly, my highly-educated nobles should know that!

#2
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages
At one point a greater number of codex entries were given out in a lump at the start of each origin. This was changed because it discouraged codex reading for many people. By spacing the entries out one at a time, players have a chance to read the entries as they get them and not be confronted with an intimidating wall of text. The same information that was previously given out at the start of the origin can be found within each origin, you just have to run around and collect it.



It should not be difficult to create a mod that gives out codex entries sooner, if the current design is not to your taste.