How can we build worlds meant for telling stories in? How is that different from creating rich, thorough, realistic designs? The suggestion with Day 3 is to focus on building a world that evokes the same feelings as your story. I think another part of it, for me, is to build a world I want to spend time with through narrative!

Since I am building a world for a game, I thought about this as what experiences I want to share with players. I'd like to choose an environment that invigorates players and invites them to observe its landscapes and foliage.

I remembered a week I spent in Iceland in high school: I felt eager to adventure and learn about this new world. The terrain was rough, hilly, rocky, covered in moss. The air was brisk and restless. And the land offered hot springs, geysers, and glaciers—such variety on such a small island was perfect for a kid already feeling so primed for exploration.

Eastshade (I won't shut up about this game) made me feel something similar. I love games where I can just go explore the designer's creations and feel immersed in their worlds. That's how I play the Elder Scrolls games (in fact, the combat is boring to me). Eastshade offered me something perfect: a small world with a broad range of detailed, lush scenery to appreciate and to wander through (from pink forests to glaciers to sunny beaches).

I described the “taiga” environment on Day 1 as “refreshing, cold, fierce, alive”, and I described “Iceland (Maritime)” as “energized, alert, ancient”. I think they capture what I'm going for here. I guess I have the start of a setting!

#gamedevelopment #worldbuilding

  • Rainstorm to inspire comfort-seeking behavior like making tea or gathering blankets
  • Fog to make a new environment feel even more unfamiliar
  • Fog to make a familiar environment feel uncomfortable before some alarming scene
  • Snow-in to inspire characters to seek warmth
  • Blazing hot sun for a character bonding outside
  • Windy weather for exploring or uncovering new territory
  • Tornado for sudden chaos and destruction
  • Hurricane for drawn-out stress and looming damage
  • Volcanic eruption for loss of history, complete erasure of culture or family
  • Freeze for complete silence and rigidity, internal emptiness after the confrontation

#gamedevelopment #worldbuilding

  • Rainforest: lively, lush, rich, hot
  • Jungle: dangerous, precipitous
  • Taiga: refreshing, cold, fierce, alive
  • Desert: sunny, tired
  • Iceland (Maritime): energized, alert, ancient
  • Temperate: exhausted, bogged down
  • Savannah: expansive, grand, old
  • Machu Picchu (Andean Mountains): vibrant, historic
  • Northern mountains: academic, stuck in the old ways, icy

#gamedevelopment #worldbuilding

Really, this is is more like an unstructured notebook. It's a place for me to put stuff I don’t want to forget: I tend to have a difficult time holding on to big concepts, and I find myself rediscovering them often. Maybe If I write them down, I'll spend less time spinning my wheels. It is somewhere between a digital garden and a second brain.

Each entry in the garden is marked with a status. I've adopted this concept from Maggie Appleton's digital garden, where Maggie tags entries with Seedling, Budding, and Evergreen.

#seedling #budding #evergreen

As I work, I'll add more topics here.

#eink #godot #webmonetization #worldbuilding #gamedevelopment #travel