Baten Kaitos: Thank you for subscribing to Bed Facts
Baten Kaitos Origins (later: BKO) really, really wants you to know about beds.

No, really, it comes up all the time. It begins from the moment you start the game, in fact.

Some of them seem fairly nice.

Some of them are... weirder.

The focus on beds is especially amusing because it is so unusual and seemingly-random. The thing is? I love it. I spent well over a hundred hours hunting down every last textbox in BKO exactly for things like this. And that is because this is a remarkably cheap way to do highly effective worldbuilding.
Many games out there let you inspect things and get short snippets of information. This was of course a core part of adventure games going back all the way to text parsers, it is strongly associated with RPGs of all kinds. In Baten Kaitos the implementation is dead simple: stand in front of a thing, and if there's an exclamation mark above your protagonist's head you can press A and get a textbox.
I would argue this differs in key ways from the "lore items" approach that is associated with genres like immersive sims and so-called walking simulators.
First, none of this information is essential to story progression or game mechanics. In Outer Wilds, for example, reading is the main way you discover information and make progress. Bed Facts in BKO are just flavor: consequential narrative elements mostly go into either cutscenes, or character dialog and world interactions that act as gates.
Second, those snippets do not get recorded. Because they are inconsequential to the plot and easily revisited once you have free travel, it would not make much sense to put them in a menu for you to read again. That could be an accessibility feature, or a treat for the kinds of nerds who dump the entire game script looking for extra crumbs, but it is not a core design pillar. This differs from games like Returnal or Control where every carefully-crafted chunk of Lore is made available for future review.
Third, all of it is cheap. Along with a lot of non-plot-critical NPC dialog, those textboxes are not voiced, they are typically very short, and they feel more like riffs on a general theme than carefully designed puzzle pieces that you must piece together. Maybe there is a bible hidden deep inside the developers' archives where the grand overarching plan was detailed. Or maybe someone just decided to throw in a line that suggests this tiny world has several writing systems without even thinking about it.

Some of the textboxes are dialog, or followed by reactions from the party, which allows extra opportunities for character-building and banter. Most of them are simple impersonal snippets, without being objective. More on that another time in another article.
The fact that it is all cheap and designed to be missable doesn't mean it was written without care. For example, as a textile nerd, I can spot the careful attention to detail that was put into a properly-referenced spinning wheel, accurate Japanese-style spools, and descriptions that make sense for those items.

I'm an engine programmer, not a writer. And so to my systems-oriented eye, this looks like an incredibly powerful approach: once the mechanism is in place to let people put a couple of simple textboxes anywhere in the world, they can easily throw in bit after bit after bit of detail. All of this detail adds up, without needing an extra menu, voice recordings, a media player, or much of an overarching plan that all needs to come together just so.
All of it is, as said above, flavor. And flavor is a key part of a dish! Otherwise, we'd all be eating Soylent.
