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Unfortunately developers have already written that they are not planning to add a recipe book into the game. I believe it is a local version of Soulsbourne's "git gud".
Which is a pity. It could have been not just a QoL thing but a core mechanics. I had the same idea as you about Librarian's journal, but with a twist: writing something down into the Journal is an in-game action that consumes soul effort, sometimes the things you are cataloguing (after all you need to taste Thirza's cordials in order to describe their properties), and, perhaps, even requires actual ink. If that would be considered as something that makes player's life too easy, I'd propose to make consulting the Journal an action that requires soul effort, or even sort of a mini game, similar to crafting, where you need to have a rough idea what do you want to find.
The danger of having some in-game cost to accessing this information, is that as some point it's optimal (game-wise) to do it yourself outside the game. Optimising the fun out of a game is all too real a problem, especially for a game like this. That's why I think it should be tied in the in-game world, but "free". In much the same way as you can give actions to the game while paused: perhaps not realistic, but more relaxed.
I fear so. It does seem like the devs are confusing the fun that comes from slowly piecing together different bits of the lore, world building, and mechanics without having your hand held; with the tedium and bureaucracy of actually managing multiple tables hundreds of lines long. In case they read this: the former is good, the latter is bad, and you *can* separate them.
Well, in order to rightfully claim the title of Cultist Simulator's successor, Book of Hours has to cause some pain to a player. Question is, what kind of pain and how much of it.
Some games require players to have a really good reaction speed to get certain achievements. Or to use some external tools. Book of Hours requires really good memory. Your ability to master game's mechanics and find the secrets it contains is limited by your ability to store cross-referential pieces of information in your memory. Or you could resort to external tools.
Personally I have already accepted that I won't find anything that is not semi-explicitly said in a single message somewhere.
I doubt _anyone_ has good enough memory to get everything in the game without some aid to memory. And that's fine. I just think that having those memory aids in the game would add convenience and remove literally no challenge. The only thing lost would be tedium of manually typing into excel, which is a fine thing to lose?
Note that having such a database wouldn't make the game easy. You'd still have to explore recipes to fill it in. You'd still have to build up a mental map of where you want to progress. You'd still have to make a plan of how to combine easy-to-find stuff into powerful stuff. And you'd still have to piece together the lore to find the secrets.
All the challenging and interesting parts of the game would stay the same IMO. Just without having to do a couple of hours of secretarial work for every in game day lol.
Yes, and that's what's excellent about it! That you have to pay attention, and that gameplay and story are closely weaved together. Not that you have to use external tools to remember the lore.
If you want more than you can achieve just by using your memory... well, that's your choice and it comes with consequences. Same as with the secrets in some platformers, the ones you can get only if you are able to click extremely fast.
All I'm proposing is to keep the difficulty, the challenge, the intrigue, the mystery, the feeling of bewilderment and the mechanics the same, but remove the immersion-breaking inconvenience of alt-tabbing to excel to write things myself.
There needs to be a massive rework of the interface of the game as a whole. And I'm not convinced we'll ever actually get one.
I think we are not supposed to alt-tab. We are supposed to keep in memory as much as we can, and build our play around that. If we can't quite remember something, we are supposed to roam the House, muttering "Where did I read that? There has to be that book somewhere here!", or "Where did I put that thing?", or "How did I do it the last time?", or "Did I really finished the last bottle of Leathy while partying with that nun?"
Something like that.
No, it's not in "almost every book". All the books from CS, for starters, are junk without any relevant information.
Second, tell me, right now, from your memory. What recipe is contained in The Mirror of Melancthe book?
Those are two different issues. How easily recipes should be given vs how much you have to hunt clues to find them is one thing. That's a genuine game design decision. But having to manually write down the recipes you already know in order to have any hope of finding them again later is nothing but more UX leading to tedium for the player.
Personally, I think that the only hint should be that recipes exist at some level (apprentice / scholar / keeper) for some aspect for some skill, but without telling you what the needed ingredients are. But I can see that some people would dislike that and it's definitely an actual meaningful design choice to hide it.
Or we can try and get the devs to see the error of their ways lol.
I seriously, seriously doubt that. Firstly, the devs have explicitly said that they love games were you take notes. Secondly, you can literally single-click copy all text in the game, and the only way to paste that is to alt-tab. Thirdly, the game has very generous pause (that doesn't prevent doing actions) and a highlight-by-aspect button which makes stopping to find the exact thing you need convenient(ish). Fourthly the publicity of the game is all about how it's relaxed and friendly compared to CS.
Lastly, if we were intending to not alt-tab, then the devs have fundamentally failed by providing huge incentives to alt-tab, and it seems to be what almost everyone is doing all the time. It doesn't really matter how the devs imagine we ought to play the game, if the player base as a whole actually plays it a different way. Got to have the UI/UX that is the best in reality.
I will also take note of the inherent feature that's been in the game since release: clicking on any text copies that text to the clipboard, presumably to be copied and pasted somewhere else.
Even if recypes need to be discovered manually - sure, why not - the game needs to record them for you in structured manner. That's the only way to deal with the note bloat we're currently forced into. That requires the infrastructure for the list and its interconnections though. Which is what the issue boils down to. There's no system in the game currently able to do that, because mechanically it's still CS.