Friday, August 26, 2022

The Forgotten Joy of LAN Parties

Source: TeamTidal


You there! Do you play video games with your friends? If you do, you know it's pretty fun, right? Or at least most of the time, when you aren't getting your collective butts kicked or your friends aren't dragging the team down or just plainly being assholes.

I'd wager most people around my age and younger in the Western world have at least played a few video games online, even if it is just Fortnite or Among Us and not much else. With the easy access and the speed of internet we have available to us these days and the large selection of free games that have almost no barrier of entry, it's almost unbelievably easy to boot up a game on your PC, console or even a phone to play together with people from anywhere in the world. It is truly quite amazing, and I feel like especially during the early months of the pandemic, multiplayer games brought a lot of people together when they couldn't hang out in person. 

Things were very different even just a bit over 20 years ago, when online gaming wasn't nearly as big of a thing, with internet speeds being mere fractions of what they are today. As a kid back in 2005, I remember being in awe of games like World of Warcraft and Counter-Strike. Before that my only real experience with multiplayer was playing console games locally on the same couch with my friends. 

Before I was old enough to have my own computer or even born, if friends wanted to play PC games together, they used to organize these odd little gatherings called... LAN parties? "What the fuck are those?" you might ask, if you're born after the year 2000. Well, my young friend, I've been told that these parties were things where a bunch of nerds brought their computers and blocky monitors to someone's house, set them up usually around the same table or at least in the same room, and then just played games for hours. The "LAN" comes from them using a LAN connection (Local Area Network) by hooking up all the computers with cables into the same network, so they could play together without actually needing the internet. 

Sounds kind of weird and lame, doesn't it? A group of sweaty nerds all just sitting around on their computers, not even looking at each other when they're talking. And a whole bunch of effort too, just to play games together! You must be happy that we have the internet, so you can just play a couple of rounds of Apex Legends or FIFA with your friend from a different city or even country at any hour of the day. 

Well, what if I told you that even in today's age of constant connections online, LAN parties don't have to just be a relic of the past? Maybe you could try one too, if you like what you read in the next part.

How We Brought The LAN Party Back in 2022


What our setup has looked like each time. My rig is in the middle.

According to my phone's gallery and message history, it seems our first LAN party together was back in January of this year. 

Prior to that, I've known my two friends (who I'll just call Al and Bob for privacy's sake) all the way back from elementary school, and we've played a lot of video games together even when we were just kids. In our late teens we and some others formed a slightly bigger friend group of crazy guys and our romantic partners. During the late 2010s, our group hung out a lot and even today many of us still meet up and party together whenever we get the chance. We occasionally even organize bigger trips to someone's summer cottage or go hiking together.

However, the Covid-19 pandemic obviously had a negative impact on our ability and eagerness to gather together, especially in the first year. Some of us also at times have drifted apart for other personal reasons, as often happens with people. 

Playing video games online gave a few of us a way to still do something together once again, after a few years of playing together less often. Once the third year of the pandemic rolled around at the beginning of 2022, the vaccines had thankfully made meeting people our age less risky, but we still held way fewer house parties with bigger groups than we used to. The risk of getting Covid was still far from gone, even if the symptoms would most likely be a lot milder. 

That's most likely what gave Al, Bob and I the spark to have our own first little LAN party together. We wanted to do something fun over the weekend, but doing anything with a bigger group was still not risk free and it was more difficult to organize something spontaneously. Just trying to have a regular party with only the three of us did not terribly appealing either, and while movie nights have been nice, they can be quite passive, whereas we wanted to anything more active.

And bam, the idea was born. Al and I could spend the night over at Bob's place while we all play games together and have a few (or more) beers. Could we all just have stayed home and played online? Sure, but that's not really a party, now is it? Of course, especially the first time we took Covid-tests to make sure that we were safe, but as restrictions loosened and we all got our third doses of the vaccine, we could relax a bit more. 

All of this doesn't come without its own difficulties besides the health risks. Obviously these parties aren't something we could do every weekend, whereas playing an hour or two of some game online is usually doable multiple days in an average week. Ignoring the basics of syncing up our schedules so that everyone has one whole evening and the next morning free, there are also the logistical issues. While both Al and Bob have gaming laptops which are easy to bring anywhere and they also live essentially a block away from each other, I on the other hand have a bigger desktop rig and I live further away. This means that I can't just pick up my PC and carry it over to Bob's place, which is currently the only sensible location for us as it's both big enough to host us all and doesn't come with any partners, parents or roommates that could object to us being there. I also don't own a car and hauling all of my stuff on the bus isn't really a real option for me either. So either I have to pay for a cab or one of my friends needs to drive over to my place and help me bring my setup over. Luckily I've been able to borrow Bob's spare monitor, so I at least don't have to also carry my own along with the computer, mouse, keyboard and headset.  

Despite all of the hassle we have to go through just to have these parties, it's always been great fun and definitely worth it. Surprisingly none of us has even really had terrible hangovers after any session either, as we always make sure to also eat a lot and try to remember to drink some water. (Good things to keep in mind for any of you younger readers.) Note that alcohol is a completely optional part of LAN parties, and of course anyone under the legal drinking age should keep to drinking soda, energy drinks or any other non-alcoholic beverage of choice. Remember to have some snacks on the side as well, preferably ones that don't leave crumbs, grease or anything else on your fingers after eating them, so you can keep your gaming gear clean. Also make sure that you don't plug all of your electric devices into the same power strip, as you could fry a fuse or even start a fire if any cord or device is faulty. With all those devices also comes a whole bunch of cables and cords going everywhere, so try to limit the chance of anyone tripping over them when walking, especially if any alcohol is involved. Your friends might not appreciate you accidentally tripping over their power cord and dropping their computer or monitor on the floor. If any cord has to pass through a path with lots of traffic, it can be helpful to use tape and pin it to as tightly to the floor as you can. 

Now you are probably ready to host your own LAN party if you feel like it. I would honestly recommend it to anyone who likes multiplayer gaming, even if staying online is a lot more convenient. It's a very different experience to actually be around people when playing with them instead of only hearing their voice through Discord. So got get a few of your friends together and try a LAN party once in a while! 


Tuesday, August 16, 2022

Modding Diary

As I mentioned in my quick update at the end of July, I recently started playing Larian Studios' fantasy roleplaying game Divinity: Original Sin 2. It got me interested in trying to make my own custom little adventure for it, as the developers have been kind enough to release their tool kit for all their players to use. So, on the 8th of August, during the last day of a two-week vacation, I started my journey into modding the game and began keeping record of my progress. 

This will be my first update on the development, which I will keep occasionally writing about until I'm done. I have no idea how long this process will be, as I've yet to fully grasp the true magnitude of this undertaking. However, judging by my first week, I would say this will take a while. So expect to read a few of these along the way. 

Getting started and my first level


Obviously, before I could actually make the mod of my dreams, I needed to learn the fundamentals of how the tools in Divinity Engine 2 work. DE2 being the game engine that Divinity: Original Sin 2 uses. (A game engine is essentially a set of tools and the base framework for a game.) This soon turned out to be a more complicated issue than it would be for a more popular software like Unreal Engine or Unity. While Original Sin 2 is a fairly popular and beloved game especially in the RPG circles, its modding scene does not appear to be that big, especially if compared to something like Skyrim, the Arma series or any Valve game. This means that the actual resources for learning DE2 are somewhat lacking, as there are very few tutorial videos online and even those are far from what I would call thorough. 

I started with a video that was actually released by the development studio themselves. The 38-minute tutorial goes through the basics of making a custom level from scratch, covering stuff like the terrain tool and material painter, placing and editing structures and AI pathfinding. It's a good and fairly straight forward video to follow and understand, and with it I eventually managed to get a feel for the different options at my disposal. Level design has never been a part of game development I've been particularly interested in, as I'm not much of a visual artist, so I didn't feel like spending too much time on creating my first level. 

This is essentially what the Divinity Engine 2 looks like in its "basic" form. 

I especially struggled with the wall editor. It's a tool that lets the user place down different structures like bridges or walls to make buildings and then customize them by "simply" dragging them with the cursor with what are essentially building blocks. For example, say you want to build a house. You select the desired block you want to use, like a wooden shack, and then place down a part of the wall. Then you can click and drag the wall until you have the shape of building you want. You can also alternate between different block types by selecting an individual part of the wall. However, while it sounds simple, actually getting the shape I wanted was far from it. Instead of making precise adjustments, I felt like I could only give vague suggestions of how to build the wall and hope that the result was what I wanted. It didn't help that it seemed that I couldn't simply undo a mistake I had made, as the Undo command didn't affect the actual objects I placed on the map, only the settings I made in the program. Also instead of being able to delete specific blocks of the wall, using Delete just removed large chunks of what I had drawn. 

The basics of story scripting


After getting frustrated with the level creation tools, I decided that I would rather move on to learn the basics of scripting. It hardly seemed worth it to spend who knows how many hours to create a decent looking level if I had no idea what to use it for or how to have anything happen in it. 

This roofless house was the extent of how much I bothered to fight with building a house on my first day.


Sadly the developers themselves had not put out a tutorial for scripting in DE2, so I had to turn to the community instead. I ended up watching a long stream from a modder who goes by the username Dima 001 on YouTube. He has apparently made the most subscribed custom story campaign for the game on the Steam Workshop called The Pyramid of Shadows with around 12 000 current subscribers. I have not played it myself, so I have no clue if it's any good, but Dima's modding streams were pretty much the only videos I could find that went through more stuff than just the level editing part of DE2. 

Only problem was that these weren't edited, scripted and clearly structured tutorials but long, 2-3-hour streams, making it hard to find any specific information. Instead I watched the entirety of his old stream on the basics of story scripting. It soon became apparent that even Dima himself didn't fully know the ins and outs of the scripting language, and a large chunk of the stream was trial and error (as programming usually is) and him saying "I'm not sure" often. 

Despite this, the video still proved useful, and I did learn how the dialogue editor works, how to use triggers and flags and script some basic commands. I closely followed the steps Dima took to make a fairly simple sequence of events that boil down to something like this: The player is locked inside a building (or a cage in Dima's version) and if they try to open the door, a woman on the other side comes to talk to them. While the content of the dialogue did not really matter, in my case I gave the player two dialogue choices that led to different responses from the woman, but after either option the woman goes to pick up a key from the ground and proceeds to open the door for the player. After the woman has opened the door, she encourages the player to follow them and picks a random spot to go to inside an invisible box on the ground some way into the distance. If the player follows the woman, they eventually cross over a trigger that causes two enemies (zombies in my version) to go from a neutral state to being hostile and then move to random spots inside the same box the woman is in. (This "box trigger" is in this example basically just used to give some variability for repeat playthroughs.) Once the player is in the enemies' field of view, the game automatically goes to the turn-based combat used in the game without any additional programming required.

Above are examples of what the Dialogue Editor (top) and Story Editor (bottom) look like.

For those with any interest in programming, I can give a brief look at some of the rudimentary code used in this example and break it down. Everyone else can skip to the next subtitle. 

IF
DialogEnded("LockedDoor",_)
THEN
CharacterPickupItem(MyBuddy,SpecialKey,"");

IF
ItemAddedToCharacter(SpecialKey,MyBuddy)
THEN
CharacterUseItem(MyBuddy,HouseDoor,"");

IF
CharacterUsedItem(MyBuddy,HouseDoor)
AND
GetRandomPositionInTrigger(RandomBox,_X,_Y,_Z)
THEN
CharacterMoveToPosition(MyBuddy,_X,_Y,_Z,1,"");
DisplayText(MyBuddy,"Follow me!");

So the little snippet above is actually a condensed version of the real code, as for simplicity's sake I edited out all of the really long identification numbers added to each object in the game. E.g. The woman NPC called MyBuddy would actually be MyBuddy_9ae16458-a8a2-4b50-8dff-e84b6a0a5694. (You don't actually have to memorize all that, the Story Editor fills the last part in for you as long as you update the definitions first after any edit to the object or character.) 

To break the example down, the first part (as it is pretty easy to deduct by looking at it) is to make the NPC go pick up the key from the floor after the dialogue LockedDoor is done. Then the second part tells them that once they have the key, they should go open the door. And the third section tells the game, that after the character has opened the door AND the game has picked a random set of coordinates from the box trigger titled RandomBox, the character should go to that spot and say "Follow me!" Pretty simple and straightforward. Now, obviously even this could be susceptible to bugs but for this use case it's fine. 

Looking forward


Lastly, I learnt how to use dialogue flags to trigger another dialogue in the same "string" as the first one after both zombies have been killed. Sadly, even though this eventually worked, what neither Dima or I could get working was that dialogue to then lead to the woman joining the player character's party. It turns out that this wasn't as easy as it one might think. The game has a lot of different systems for tracking stuff like crime, character relations, factions and so on, and to have another character to suddenly become playable requires a bunch of pretty complicated programming that, if done wrong, could lead to a whole load of potential bugs and errors. This is despite the fact that having a four-character party is one of the key gameplay aspects of Original Sin 2. 

Eventually both Dima in his recorded stream and I decided to give up on the whole party thing for the time being. My first few days of modding (alongside with actual work, a social life, gaming and other things) had come to an end. 

I decided that next I would start a new project from scratch and try to make something of my own instead of just following another person's example step by step. Even though the creative urge to jump straight into the deep end with a bunch of cool ideas was very strong, I realized that it would be a foolish idea. Like with anything, it would be better to learn by making smaller steps. Just as you wouldn't try to write a screenplay to a feature film after finishing your first paragraph of creative writing, I should not try to do anything too ambitious before making a single finished mod with this engine. While this is far from my first time doing any kind of custom content for a game, it's still different from the other tools I've used, with a whole different programming language. 

So, for my next Modding Diary, I intend to finish a very short and (hopefully) fairly simple custom quest that is fully playable from beginning to end with a real story to go with it. 

I'm aiming to get it done by the end of the August, but I won't promise anything. I will still write a new update about it in early September, regardless of the mod's state. Meanwhile I also have my next Dream Game idea cooking as well, but it will have to wait until sometime next month. 

Until then! Remember to drink water and stay cool during this late summer heat. 

Edit 9.2.2023: Unfortunately this "series" never became a thing, as I very quickly realized how much I absolutely hated working with Divinity Engine and the resources for learning it were lackluster. Sorry!

Saturday, August 6, 2022

Dream Game: A Journey To Remember

Before I started writing this post, I was working on a list of games and genres I enjoyed to give you a better understanding of my tastes. While that post will have to wait a bit longer, one thing that is going to be pretty clear going forward is that I'm a massive fantasy nerd. To this day, the three The Lord of the Rings films are some of my favorite movies of all time and basically inspired me to pursue filmmaking as my career. (In case you didn't read my first post, I do actually work in the film and TV industry rather than games, at least for now.) A lot of my favorite games are also fantasy themed in some way, including The Witcher 3: Wild Hunt, which was so good that I even read all of the books the games are based on. (Too bad the Netflix adaptation isn't nearly as great.) 

Still, in my opinion, no video game has truly captured that epic feeling of a long journey across a fantasy world that J. R. R. Tolkien's books and Peter Jackson's films convey. There are a lot of fantasy video games with vast open worlds that you can explore or great stories and memorable characters, like the aforementioned Witcher game which has all three. There are also challenging fantasy games like the Dark Souls franchise that many think of as some of the best games ever made and can definitely feel like one hell of a journey after completion. Still, while they are all good, even excellent experiences, they lack something that the kid in me has wanted for a long time. Some part of that maybe the fact that many of them either have you backtrack and revisit old areas constantly, or that they're more focused on combat than the actual traversing part of the experience. In most games, moving from point A to point B is simply the means of getting you from one combat encounter or story moment to the next. Which makes sense from a game design perspective, because fighting is fun and challenging, while in most games moving forward simply means pressing either W on your keyboard or moving an analog stick on a gamepad. 

My mission with this text is to pitch a fantasy game that's more about the actual journey than it is about the destination. A Journey To Remember. 

Part 1: About The Journey, Not The Destination


What if there was a fantasy game, where you have a single objective from beginning to end, and the whole game is just about getting from A to B across a vast landscape, with the singular goal always in mind and in sight? (In fact, a bit like in the game simply called Journey.) Similar to how basically the whole point of all three Lord of the Rings movies is really only about getting the Ring from the peaceful Shire to the fiery pit of Mount Doom. And what if, instead of the challenge of the game being only about defeating enemies or solving puzzles, it would actually be as much about the travelling itself. 

As anyone who has ever gone on a long hiking trip would tell you, walking in more rural areas with a heavy backpack without paved paths can be quite an experience and challenge all in of itself. In fact, this whole idea for a game came fresh into my mind once again when I recently went on two separate hiking trips in national parks with a group of my friends. Especially in a forest or a rocky place, you have to be constantly mindful of where you step to avoid tripping, or else you could twist an ankle or worse. That goes double for trying to actually climb a mountain. You also need to plan your routes well on longer trips, find good spots to camp and rest, and keep yourself well hydrated and energized all while rationing your supplies in order not to run out of water or food too early. And that's if the weather's good and you don't get rain, snow or a horrible storm that slows you down and saps all of your energy. Not that sunny weather is necessarily good either, as if it's too hot, you'll sweat and get dehydrated quicker.  

After my hiking trips, I was inspired to finally buy Hideo Kojima's latest game Death Stranding, as it's been sometimes described as a game that captures the challenge of traversal when walking long distances. For those of you who are unfamiliar, the game is all about being a mail deliveryman in a post-apocalyptic world. Most of the actual gameplay is simply moving cargo from A to B across rough terrain, either on foot or by using some kind of a vehicle. During my playthrough, I usually opted for the former, as I preferred the challenge of navigating the wilderness on foot, and in a world with almost no roads but a lot of rocks and other obstacles, most of the time using a vehicle was more trouble than it was worth. And after all, I was looking for a game to fill the hiking high that I had gotten from my recent trips. (The literal kind, not drug induced ones.) Surprisingly, the game was indeed a fairly good representation of what hiking can feel like. Sure, in real life there aren't ghostly monsters from the afterlife trying to kill you or crazed mailmen coming after your cargo with weapons (at least that I know of), but it was still similar enough.

Me about to climb over that mountain in Death Stranding (2019) while carrying a different kind of cargo.

What might initially seem like an incredibly boring game about walking, becomes a lot more involved once you get past the initial tutorial. How Death Stranding does this is by actually building game mechanics to make the traversal more in-depth than just pressing forward.  The most noticeable example would be the balancing act the player has to do. The terrain of Death Stranding's world lacks roads and is full of rocks, steep cliffs, rushing rivers and other obstacles that can cause the main character of Sam (voiced by and modeled after Norman Reedus) to lose his balance and fall over, causing damage to himself and the heavy cargo he's carrying. This can be countered by holding either of the triggers on the PlayStation controller, switching Sam's balance to either left or right respectively. By holding both triggers at the same time, Sam holds his backpack with both hands and keeps himself more balanced, but it also slows him down and obviously requires you as the player to keep holding those triggers the whole time. In effect, this makes the seemingly simple act of walking an exercise in finding the right balance (no pun intended) of choosing between safety and speed. A more cautious player that takes into account the more optimal terrain and holds both triggers down almost the whole time for the best balance might be slower than someone who rushes with little regard for their safety, but is often ultimately rewarded with a better grade for delivering their cargo with less damage. The player can also use tools like ladders and ropes to get over obstacles that could otherwise prove impossible on foot. Additionally, Sam has a stamina bar that drains faster when doing more physically demanding things like walking up a hill or crossing a river, and if it runs out, he's unable to run and might fall over easier or get swept away with the water current. It can be temporarily filled by drinking from his canteen, but his stamina can only be fully restored by resting at a safe house. Together with other hazards like the previously mentioned enemies and a deadly rain that causes anything it touches to age faster, all these elements make delivering mail a challenge where the player needs to plan out their routes ahead of time, pack appropriately for their journey and stay aware of their surroundings when on the move. Which in turn sounds quite a lot like hiking in many ways. 

Now picture a game where instead of delivering mail back and forth in a futuristic post-apocalypse, you take elements of Death Stranding into a fantasy adventure across a vast landscape with different biomes and unique encounters. Mixed in with some light survival mechanics, you basically have the ultimate Lord of the Rings simulator but just in a different world with its own characters and story. 

Part 2: How it could work


If you've played The Elder Scrolls V: Skyrim, The Witcher 3, Elden Ring or even something like Final Fantasy XV (or 15 in plain English), you probably spent a lot of time moving across the world, doing quests, finding cool side objectives on the way and fighting a number of random enemies you encountered. However, if I asked you to recount your time with the game as a cohesive story, you probably would find it quite difficult to do. Most likely you would tell me either about the main story's plot points or try to pick specific memories from your gameplay like "I found this weird cave and then there was a huge spider that killed me instantly" or something along those lines. But it would be quite a fractured, messy tale full of unmemorable filler where you revisit the same towns, talk to a lot of the same people and fight the same monsters, over and over again, while gaining better gear and leveling up. Of course it was still fun when you played it, but a lot of it would probably blend together. Same with even something a bit more linear like Dark Souls, but instead it would be a lot of "I fought this one boss 20 times before I finally beat him." 

The Witcher 3: Wild Hunt (2015).

Of course, a lot of this comes down to the medium of games and also how they're made. It's smart for a game developer to get as much content out of the same locations and assets they've made, using a somewhat repetitive but engaging gameplay loop to give the player more bang for their buck. It's all about getting as much value and fun as you can with less development time and money. On the flipside, it often leads to games with a lot of filler to pad out the runtime. This too is something that Death Stranding does a lot. 

In my game, there would be one key rule: no forced backtracking. Once you've moved on from a location, the game never asks you to return to it. It's all about the momentum, the journey and the unique moments and places encountered on their path. 

What I would like to see in this fictional game I'll just call A Journey To Remember, is instead of a big open world or a linear path, more of an hybrid of the two concept. Imagine the game world as a long, almost straight stretch of land between two points of interest, the beginning and the end. Now the player could freely choose their way from one end to the other like in an open world game, but the actual play area would be more linear and narrow instead of wide. All the while the player would have a map that they could use to track their progress throughout the game and how far they are from the end, and even see the path they've taken dotted down like in Legend of Zelda: Breath of the Wild or, well, Death Stranding. While the objective of the game would be the same for every player, they would be free to decide how to get there. Some routes could be potentially shorter and faster, but more dangerous or require some tool or resource to use them, like needing money to buy a ferry trip across a deep and wide river. 

When it comes to the challenge, first and foremost would be the environment itself. As mentioned earlier, I would take some inspiration from Death Stranding, while not just ripping them out of that game without care. First of all, I would probably alter the balance mechanic. In my game, you wouldn't be hauling cargo, but you would still need to carry a rather heavy backpack filled with supplies in addition to other gear like weapons and armor. This would mean that there is still a risk of falling when crossing rough terrain, but I might most likely alter the actual mechanic from holding buttons to more something akin to a reaction test or quicktime event. In practice, if the player would encounter any seemingly hazardous terrain like a forest bed filled with large roots, an ice-covered lake or a tree trunk going over a rushing river, they would once again choose between speed and safety. On more difficult spots, the player would have an increased chance of falling the faster they move, especially if they try to sprint. However, the player could risk it by going faster and with good enough reflexes save themselves by quickly pressing a button (like X on PlayStation or A on Xbox) if they are about to fall. Alternatively, they could always try to find another, less dangerous path. Should they fail, they might get hurt and even damage their gear. 

The stamina mechanic I would keep pretty much the same way it is in Death Stranding. When doing more tiring things like climbing, swimming or running, the player character would not only burn through their temporary stamina faster, but also slowly eat away their long term energy reserve. The longer they would go without resting, the less stamina they would have to use in the short term. And should the stamina run out, they would automatically fail any reaction test and fall over, but also move a lot slower, until they could even pass out from exhaustion. Both the short and long term stamina reserve could be filled by drinking or eating to a point, but only sleep could fully restore them to their max. Sleeping could be done by setting up a campfire in a safe spot (while using resources to do so) or renting a room at an inn, should a player encounter one on their path. Sleeping would be also the only way to save a game other than quitting to the main menu. 

When it comes to what supplies the player would need to have for their journey, I think the game could have very light survival mechanics. For example, there wouldn't be separate thirst and hunger meters to keep track of, but both water and food would be necessary to keep the character's condition in good order. Somewhat similar to how the Viking-themed survival game Valheim and Rockstar's Red Dead Redemption 2 do it, the character would not starve to death if they don't eat or drink, but doing so would provide a temporary bonus to their health and also fill out a bit of their stamina. 

The player's gear would also be a factor, for example heavier armor or warmer clothes obviously would provide more protection from either enemies or the environment, but they would slow the character down and cause them to drain their stamina faster. Same with other resources like food and drink: more supplies would be heavier to carry in the short term but provide more benefits in the long term. All the while other things like cold or hot weather and getting wet from either rain or swimming would also affect the player character's overall stats. 

Bad weather like snowstorms are also an obstacle in Death Stranding.

On their journey, the player could either gather their supplies from the environment by doing things like finding branches and chopping down small trees for campfires, hunting animals or fishing in the lakes and rivers they come across. Alternatively, they could instead buy supplies from any small villages and inns they visit, although money could be hard to come by unless the player sells other supplies they have or small trinkets, treasures and other valuables they find. 

When it comes to other game mechanics, they game would probably have combat and enemy encounters against all manner of people, beasts and monsters. The enemies could be anything from bandits seeking to rob lone travelers to hungry wolves and even more fantastical creatures like a dragon. But the game shouldn't be padded full of repetitive fights against the same enemies over and over again, and instead the encounters should be sparse, unique and most of all memorable. It's all about reinforcing the idea of the game being a journey, and every player should have their own. Or at least, something that feels unique and personal to them, as they picked their route and might have met people and enemies that other players never even saw on their playthrough. Great for replay value as well.

Part 3: The story and theme


While I don't think it's perhaps necessary for me to lay out my idea for a possible story for the game, I'll still try to come up with a quick pitch. After all, the journey in itself would be hardly very meaningful if it wasn't for something. 

So, here's one option. As much as I don't think the game would necessarily need a very deep and complicated plot, that does not mean the game could not be emotionally impactful. Perhaps the game could simply be about life... And death. The journey, in essence, and all that entails. 

Perhaps the main character is a dying, widowed and poor farmer who hears about a holy temple on top of a far-away mountain. The mountain, visible in the horizon, has been something the farmer has always seen but never gone to. In fact, he has barely ever left his small home village or seen much of the world. With not much time left and having really never lived or experienced any adventures, the farmer decides that as one his final deed, he will go and visit the sanctuary.
 
The player could either go to each one of neighboring villagers to say their goodbyes or simply leave without saying anything, but regardless they would then start their adventure with a single, seemingly simple goal in mind. Get to that temple, whatever it takes. All the while the disease would get worse slowly over time. In addition to a gradual, visual change in the player character the sickness would begin to affect the gameplay, slowly reducing the maximum health and stamina the character has even after resting. In a way, instead of making the game more difficult as it goes on by just introducing harder enemies, the game would instead have almost like a reverse leveling up mechanic, where the main character gets weaker over time. While not doing it too drastically to make the game way too frustrating or even impossible to beat after a certain amount of time has passed, it would serve as both a narrative and mechanical reminder that the player should keep moving forward. Still, the game should also make sure to remind the player to breathe and not rush too fast, as otherwise they might not really even stop to appreciate the journey itself. There could be moments where a friendly NPC (non-playable character) could encourage the player to simply sit with them for a while and take in their environment and contemplate everything they've seen until that point. 

Sometimes it's good to simply sit down and live in the moment.
Picture from The Witcher 3: Wild Hunt.

At the end of their journey, there would be no miracle remedy or divine healing to that could cure the illness. Instead, only acceptance and appreciation for the journey the farmer has been on. I can already picture the final screen, where the farmer sits down on the mountain top, literally and figuratively looking back to where they have come from and what they have gone through with the sun setting in the horizon, until they fall over into a peaceful, eternal slumber. Their body has fought to get to this point, and is now able to finally rest. 

Conclusion


Well, I hope that anyone finds this in any way entertaining of perhaps even inspiring. I would be definitely interested to hear if you find my idea interesting or if there is a game you think that might capture something similar.

While that was just one possible direction the game could take, I of course believe that an experienced developer and storyteller could do so much more with this kind of concept. I'm not going to pretend it's even necessarily unique in any way, as there are games that have done similar things with their mechanics and story. But I have yet to play one that captures all these elements in the way I imagine them. 

As always, I must reiterate that I am not a game developer and I do not ever intend to make this game a reality. After all, it's just a Gaming Daydream. 

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