If you want the player to understand what goes on in his head without having him think out loud, you just have to let us peek into his thoughts.
Comic books are experts in this field: There's always big text boxes everywhere telling us what's going through Batman's head. I know that AGS has a "Think" command, but I prefer to use the "Display" command for thoughts (assuming that one character is the established "narrator").
If you think that's a bit too lame: find new ways to reveal your character's thoughts. Let him write a diary in the cutscenes. Or let him fall asleep on the couch and have a bad nightmare -- doesn't necessarily have to be a flashback, either, rather a manifestation of his worst fears or something.
Don't forget that "cutscenes" can be playable! Imagine what a boring game "Trilby's Notes" would have been if all the flashbacks in the game had been movies forcing the player to just watch instead of playable scenes!
Comic books are experts in this field: There's always big text boxes everywhere telling us what's going through Batman's head. I know that AGS has a "Think" command, but I prefer to use the "Display" command for thoughts (assuming that one character is the established "narrator").
If you think that's a bit too lame: find new ways to reveal your character's thoughts. Let him write a diary in the cutscenes. Or let him fall asleep on the couch and have a bad nightmare -- doesn't necessarily have to be a flashback, either, rather a manifestation of his worst fears or something.
Don't forget that "cutscenes" can be playable! Imagine what a boring game "Trilby's Notes" would have been if all the flashbacks in the game had been movies forcing the player to just watch instead of playable scenes!