How Book Of Travels’ Gameplay Focuses On Journey, Not Vacation spot

The upcoming multiplayer RPG, Book of Travels, will degrade epic quests and spectacles in favor of exploration, RPG, and atmosphere.

Massive multiplayer role-playing games like World Of Warcraft are often designed to get their players into fast-paced activity and combat – fighting, completing a quest, leveling up, or acquiring a rare piece of loot. The upcoming “tiny online multiplayer” game, Book Of Travels, takes a different approach, drawing on the atmosphere and design principles of calming games like “Journey” to get players into a more relaxing experience. Early recordings of Book Of Travels released by the Might And Delight Studio depict an arcadian painted world of beautiful landscapes and early industrial cities, a world where players can explore new countries, light campfires, brew teas, and enjoy the process on theirs Work towards goals.

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The dirty secrets behind the popularity of many single player and multiplayer role-playing games are how they use the lure of achievement and rewards to keep people going, like a rat in a psychologist’s maze pulling switches to get a food pellet . After all, the allure of RPG is that it takes place in a world full of things, from experience points and making money to overcoming terrifying bosses and creating uniquely powerful RPG character builds. However, a player who spends too much time getting closer to their ultimate goal will forget to stop and smell the metaphorical roses.

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In the past few years, several indie developers have pursued a new game design philosophy that focuses on atmospheric environments and relaxing travel mechanics while constantly striving for power. Journey, for example, is a cooperative game that involves dancing through ancient ruins with a partner, while Outward is an RPG where a backpack full of tasty groceries is just as satisfying as a treasure chest full of loot. The developers at Might And Delight studio took this design philosophy into account when developing Book Of Travels, designing the gameplay, graphics, and RPG mechanics so that players can enjoy the journey rather than worrying about the destination.

Book of Travel graphics: player travels through paintings

Book of Travel Screenshots 1

Computer RPGs like Pillars of Eternity are rendered isometrically, with character models moving in front of a painted background, while other computer RPGs use intricately rendered 3D terrain. Book Of Travels’ graphics incorporate elements of these two paradigms, allowing players to move through a flat three-dimensional plane filled with two-dimensional assets. Every building, cloud, tree and shrine in Book of Travels is hand-painted, so the process of navigating the game world resembles scenes from surreal fantasy stories in which someone is immersed in a painting.

The magic of Book Of Travels is rustic and artistic

Screenshots of the travel book 2

In the Book of Travels News Hub on Steam, Might And Delight designers have published a series of “Developer Diaries” detailing their creative process and the choices for creating features such as music, graphics, game menus, character creation, and magic. The world of Book of Travels, a verdant early industrial country called Braided Shore, is full of ancient ruins, supernatural creatures, wandering bandits, and other classic tropes of the fantasy genre, but presents those tropes in a gentle, relatively calm way: nowhere is this so obvious as in the game’s two core magical systems, “tees” and “knots”.

“Teas” in Book of Travels are essentially magic potions made by gathering certain types of herbs and flowers from the wild and then brewing them together according to a specific recipe’s directions. Drinking tea grants players long-lasting boons like extra health or resistance to elemental damage, but only one of these boons can be active at a time (presumably so that players don’t compulsively brew tea in challenging scenarios). “Nodes”, on the other hand, take on the role of the “scroll” spells. By tying a string in a complex and unique knot, a player can store a powerful but short-term magical effect that is unleashed once the knot is untied. The magical effects of “knots” range from transforming them into animals to changing the weather. Magical applications are similar to the “wind-knot” magical rituals used by historical hedge witches and superstitious sailors.

Related: Video Game Magic Systems That Break The Shape

In contrast to the academic wizardry seen in most fantasy RPGs, the magic of “tees” and “knots” in Book of Travels feels more rustic and working-class. Instead of studying with a powerful wizard and tracking down old spell books, in Book of Travels a player learns new tea recipes by talking to teahouse owners or finding new node configurations by finding symbols carved on stone pillars (similar to the word) are walls of Skyrim). Depending on their locale, PCs may also learn new tea recipes, nodes, skills, and passives by talking to random travelers or villagers. This game mechanic encourages players to talk to strangers and examine strange shapes in the distance.

Book Of Travels rewards players for exploring

Screenshots of the travel book 3

The gameplay of Book of Travels, revealed so far by trailers, is very calm compared to other role-playing games, showing players and groups of players wandering at a measured trot through mystical forests, bustling settlements and railroad tracks. Of course, there are narrative tasks and special “aspirations” that can only be accomplished by a group of strangers. For the most part, however, Book Of Travels players are free to explore the land of Braided Shore at their own pace (as opposed to the limited-time quests seen in RPGs like Outward). Activities such as fishing, cooking, bargaining, brewing, crafting, and exploring reward players for “stopping and smelling the roses,” especially when those roses can be used to brew a brand new tea.

As an MMO, Book of Travels has less to do with World of Warcraft and more to do with Journey, which game developers at Might and Delight cited as inspiration. Both titles offer fun, but not compulsory, multiplayer gameplay that uses non-verbal forms of communication such as gestures and direction signs to encourage pleasant communication and collaboration. More importantly, Journey and Book of Travels, as their titles suggest, focus on the process of achieving a goal rather than the goal itself. As it stands, Book of Travels RPG players can fight the evil, avenge the weak, and discover secrets that time has lost … but the most enjoyable part of their gaming experience will be those quiet moments when heaven it is clear, the horizon stretches far and the road winds far ahead.

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Source: steam

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About the author

Coleman Gailloreto
(200 articles published)

A Chicago based writer, author, and freelance translator. He wants to prepare his readers for the next Renaissance or Apocalypse, whichever comes first. Write and publish web fiction under the pseudonym Aldo Salt on Inkshares.com.

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