No.191 / 280Growth & bonds · Dialogue & choices

Your Past Opens Doors

Who you were and what you learned decide what people will tell you.

Prototype complexity
Who plays
Solo decisions
Design focus
Narrative · Information · Planning
PentimentNo.191Pentiment

01The core loop

Action → feedback → next choice
  1. 01Choose a background
  2. 02Special options appear
  3. 03Use experience to persuade or see through
  4. 04Gain what others can't

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Your background is law study, facing a clerk who won't talk.

  2. T2

    Turn 2 · The player chooses

    Use the special option to cite canon law.

  3. T3

    Turn 3 · The feedback

    The clerk relents and hands over a register, saving an investigation slot.

  4. T4

    Turn 4 · The next decision

    The register opens a brand new lead.

How it plays

Origin, education or species are stored as tags, and dialogue options matching them are flagged and unlocked. These often give extra info or shortcuts, so different backgrounds trace different story paths.

What the player weighs

  • Pick a strong background or an unusual one
  • Reveal your past for trust or hide it to stay safe

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Pentiment
P

Pentiment

P1

You choose the protagonist's studies and interests at the start, unlocking dialogue like using Latin or a specific field of knowledge.

Baldur’s Gate 3
B

Baldur’s Gate 3

P2

Race, class and background unlock unique dialogue, some bypassing or altering skill checks, such as speaking to kin as a member of their race.

The difference worth noticing

Pentiment's backgrounds mostly shape information and tone; Baldur's Gate 3 also ties them into dice checks.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Your Past Opens DoorsDialogue & choices+

Allow respecs mid-game, but relationships earned through old skills persist, creating tension between reinventing yourself and past connections.

Prototype this combo in Yoroll

→Follow the next idea

Dialogue & choicesNew

Passing the Story Baton

Choices made as one character land on another when you switch perspectives.

Prototype complexity
Who plays
Solo decisions
  1. 01Act as character A
  2. 02Switch to character B
  3. 03Meet A's consequences
  4. 04Revisit A's choices
428: Shibuya Scramble · Detroit: Become Human
Dialogue & choicesNew

Cutting In

Don't wait for them to finish; cut in at the right moment and the scene can turn.

Prototype complexity
Who plays
Solo decisions
  1. 01They're mid-sentence
  2. 02An interrupt prompt flashes
  3. 03Decide to cut in
  4. 04The scene shifts
Mass Effect 2 (2010 Edition) · Oxenfree
Dialogue & choicesNew

Choices That Come Back

A casual choice resurfaces hours later where you least expect it.

Prototype complexity
Who plays
Solo decisions
  1. 01Make a small-looking choice
  2. 02The story moves on
  3. 03A later event is altered
  4. 04Recall the original choice
The Walking Dead: Season Two · Pentiment
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

Entries are written by Yoroll editors. Game names and trademarks belong to their respective owners.