Sylvius the Mad wrote...
Now, however, we're seeing more content in the journal. Quest details the player can't get anywhere else. Notifications of quests of which the player would otherwise never know. This is, I think, a misuse of the journal. The journal can store information, but it shouldn't provide information.
Personally, I think they (meaining the DA devs) should seriously think about getting rid of the codex (and journal) altogether and focus *intensely* on how they convey information in-game. This may not be the optimal situation, but thinking about it may help discover a better layout. And this isn't to say that I don't *enjoy* reading the codex entries. They can be really awesome and very well-written. The thing is, that sometimes the game is missing important context that you only really pick up by reading the lore in the codex.
For instance, it would have been nice to get the info that Kirkwall in particular has a lot of exceptional residual hatred for the Qunari because of the exceptionally brutal Qunari occupation during the war (and, in fact, freeing the city from the Qunari is how the position of Viscount WAS CREATED) but that information is ONLY in one of the lore books. This is an important and interesting subtlety that would have added a LOT to the conflict, but it basically never comes up. I was baffled at some of the people you run into who are really anti-Qunari, thinking, what, did you walk here all the way from Seheron?
Personally, I kind of like the books in Skyrim. They're actual, physical in-game objects. You can read them, pick them up, sell them, or store them on bookshelves in your house. If you're a lore-fanatic, you can create your own library. But it doesn't pull you out of the game when you go to look at them, into some sort of weird "journal-space" where everything you see and hear and read is meticulously copied down.
There are a lot of opportunities here. For instance, I think it'd be neat if the journal/codex entries were written from a first-person perspective, as if the PC actually copied this information down. They could treat the PC's journal as an actual physical in-game object: assign it an inventory space, have occasions where you're deprived of it, let you pull it out to show people. They could have NPC's who keep their own journals (or maybe the journal-keeping person IS an NPC.
However, there is one major purpose that the journal serves that you can't really get around: the "what am I doing exactly?" function. If you step away from the game for even a few days and then come back to it, without journal and quest markers, you're lost. Some sort of system like this is also necessary in a non-linear game where you can have multiple objectives going at the same time. You're inevitably going to forget what some of them are.
However, there are opportunities to challenge the common thinking even there. Is it REALLY NECESSARY to put quest-giver and quest-resolution area so far apart that you're going to forget that you even HAVE a quest to do something before you get around to visiting that area? Is this a GOOD way to design a game? Or what about having NPC's (as in Gothic) who actually *escort you* to the place where they want you to do something? Why don't these NPC's give specific instructions about what they need you to do? Or, conversely, why don't they leave you clueless and let you figure it out on your own? The writer of the Tortured Hearts module for NwN did this and I really enjoyed it--you would often have to talk people into giving you tasks, and almost all the time they never told you where to go or what to do in order to complete it. You just wandered around and talked to people, and people would have actually interesting characteristics which would realistically lead your character to conclude, hey, maybe this person can help me with X. It was really well done. Also, there was a noticeable LACK of pointless unnamed NPCs in the game.
All things to think about.





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