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Waugh! How could I have forgotten about Captain Blood? The game has some specific issues, including using a single script for each of the alien species, thus turning each into a monolith, and I agree that one does not really learn a language in it. But, as far as the idea of using language to communicate, Captain Blood has some helpful mechanics.

Each alien has its own values and its own preferred methods of communication. Each alien will interpret the same statements differently. Some will accept jokes about killing them as funny, while others will interpret your earnest statements of peace-seeking as sarcastic threats.

I love the ambiguity of how different symbols become interpreted. And I love the implied culture of how different symbols have come to mean the same thing across species.

In its presentation of how language differs from person to person, I would take pointers from Captain's Blood.

I also love that it forces the player to communicate! I want to have more communication and feedback.

I don't love how certain dialogue topics only "unlock" after certain plot events, instead of having a cohesive response. Yes, responses to questions can change as a result of other events occurring, but I would still want to see some degree of cohesion, rather than mostly random responses prior to Plot Event followed by cohesive responses.

Thank you for the touchpoint!

(I completely agree with you! I do not need to break up my language learning gameplay with poorly implemented minigames done better elsewhere. Minigames in language learning games, ideally, ought to support learning about the culture and/or the language. I like the little card game, for example. I also did not like the long river travel parts in Heaven's Vault, especially if one is attempting to grind translations. Just give me an option to endlessly grind translations at that point, or to put in my own translations.)