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Book of Travels News

Introducing our new Lead Narrative Designer, Dennis Gustafsson



Narrative Designer Dennis Gustafsson has previously published nine comic books and worked on 35 games. Book of Travels brings him from Malmo to Stockholm, usually by motorbike, but soon as a permanent relocation. We hope you like his Q&A. Be sure to ask any questions in the comments, Dennis will be popping in to answer them!

[h3]Where have you been until now?[/h3]
I have been in too many places to mention since my first game was released in 1991. Most recently I worked for King as a combined Art, Level & Game Design Lead in King's Malmö studio.

[h3]How did you find your way to Might and Delight?[/h3]
I’m an old friend of Joel’s [Studio Manager], and when Book of Travels needed to evolve its narrative, he got in touch and offered me a position supporting the Game Designers as a Narrative Designer. I’ve always dreamed of working on a game that’s as ambitious as Book of Travels is, but until now I’ve never had the chance. As a professional Game Developer getting the chance to influence the type of game you work on is the rare exception rather than the norm! Book of Travels will be my first indie game and I'm honoured, humbled and delighted in equal measure to be invited to join the team and the studio.

[h3]What do you most enjoy about your work at Might and Delight?[/h3]
Being part of a game team who's design vision is driven primarily by aesthetics and feel, all else follows in its wake. Another rare exception in game development.
[h3]
Where you get your inspiration from?[/h3]
Music, mainly – it has a lovely habit of kicking down hidden walls in my imagination!

[h3]What other experiences do you bring to the role?[/h3]
I'm a fully trained train engineer!


https://store.steampowered.com/app/1152340/Book_of_Travels/

Early In-game Snippets from Book of Travels

[h3]Hello Travellers![/h3]

Today we’re really excited to begin our fortnightly programme of updates with this video of gameplay clips. For many of you this will be a first glimpse of the fully functioning game world - we hope you like it!

[previewyoutube][/previewyoutube]

These clips were recorded on a single player server, so they give a sense of the game world without the presence of other players. We hope they give you a glimpse of some of the areas, environments and features that we're currently working on. Book of Travels is a TMO and we're looking forward to sharing more about how you'll interact in those occasional player meetings at some point in the future. Our next video update comes in November, when we'll be sharing longer, uninterrupted gameplay footage!

As always we would love to hear your thoughts, and the team will be checking in to answer your questions, so please ask away! And if you have something about the game that you want us to talk about or show, let us know right here in the comments section.

[h3]Best Wishes,

Helen & the Dev Team[/h3]

https://store.steampowered.com/app/1152340/Book_of_Travels/


Introducing our new team member, Beto Alves



Game Designer Beto was brought onto team to help balance the play experience in Book of Travels. Currently he's working on resources distribution across Early Access levels alongside colleague Andreas Wangler. We're super excited to have Beto with us all the way from Brazil! Here's his Q&A – we hope you like it, and if you want to ask him any questions, pop them in the comments section!

[h3]Where have you been until now?[/h3]
My arrival in Sweden happened in 2017, after working as a game designer in different Brazilian studios – Aduge, Aquiris and Black River. Here in Sweden, I studied Serious Games in the University of Skövde and worked at Attractive Interactive in Karlskrona.

[h3]How did you find your way to Might and Delight?[/h3]
After playing Tiny Echo, I got inspired to reach out to the studio. Joel [Studio Manager] was super sweet and invited me for a coffee. It wasn’t until 2018 I managed to get there, and it was such an inspiring day! It was also the coldest day in a long time, haha.

[h3]What do you most enjoy about your work at Might and Delight?[/h3]
The nurturing environment and kindness of everyone. No wonder the studio creates such unique heartfelt experiences. It seems very natural to me that the games are what they are. After all, they carry bits of several beautiful souls.

[h3]What are you most excited about with Book of Travels?[/h3]
To me it’s the fact that the game is built around the aesthetics of serenity. That, combined with the genre defying aspect – a TMO instead of an MMO – frees me up to explore so many unique designs.

[h3]What do you love doing when you're not working?[/h3]
Making more games? That shouldn't count, right hahah! A few years ago I rediscovered nib calligraphy and that's been a passion again. Either writing or drawing with nibs.

[h3]Do you have a favourite game?[/h3]
Kentucky Route Zero


https://store.steampowered.com/app/1152340/Book_of_Travels/

New gameplay video soon + new roadmap



https://store.steampowered.com/app/1152340/Book_of_Travels/

Dear Traveller,


We hope this update finds you well. It’s been a long and strange summer for us all, and during its course the team realised they needed to make a new schedule for Book of Travels – that schedule means a bigger, better early access gameworld and a new programme of regular game dev updates here on Steam.

[h3]Our first gameplay video drops in November[/h3]

As you can see in the graphic above our next stop is going to be a gameplay video along with a major update in November. We're REALLY looking forward to this and we think you're going to love seeing the progress that we've made!







[h3]Fortnightly game updates[/h3]

Your enthusiasm and anticipation really have been soul food to us through these trying times! And we're going to be much more present from hereon. With our new schedule in place we've been able to make space for a new series of regular, fortnightly updates which will give details about where development is at and how the game is shaping up as well as lots and lots of screenshots. They'll start on October 2nd and we'll be waiting for and responding to your questions and comments. Later in the year we’ll be continuing our series of insights into different aspects of the development process in our Ask the Devs videos.

We’ve also heard your desire for merchandise and will soon have an Art Station store which we'll be adding to as our library of artwork grows – we'll post an update when it's ready.

We're enormously grateful for all of your encouragement and kind words these last months and we're looking forward to connecting more on our travels on the road to release. Stay in touch!

Best Wishes,
Helen and the team at Might and Delight

https://store.steampowered.com/app/1152340/Book_of_Travels/



Writing Braided Shore

You probably know by now that Book of Travels isn’t a game that fits neatly into any kind of genre, well the same can be said of the writing in the game. Together, the different modes of ingame text comprise the contours of the story world: the backstory, NPC dialogue, item descriptions and UI text all play their part in bringing Braided Shore to life. Of course we can say this about all game worlds, but Book of Travels is a bit different: it’s a non-linear, exploratory, immersive experience where questing isn’t centre stage. So in this case, the main role of text isn't to drive forward stories or point players through the next beat of an epic plot. This means we can have a bit more fun and allow it to enhance the experience in different ways.



[h2]NPCs as story book characters[/h2]

One of the major differences between Book of Travels and conventional RPGs is that you won’t be able to converse with the NPCs you meet. In Braided Shore NPCs speak repeatable, poetic lines - they'll still do all the conventional work of lore seeding and world building but since they don’t simulate conversation the NPCs work more like two dimensional story characters than limited chatbots. We hope that by creating them this way players will have a less wall-breaking and more immersive experience, and with its pop-up book aesthetic and 2D feel Book of Travels feels like exactly the right place to invite the player to encounter text in this bookish way. For me, the more poetic lines echo the painted, two dimensional ‘scenery’ of Braided Shore - they add atmospheric detail and depth to the world as you navigate through it. Here a merchant and musician speak some character 'poems'.





[h2]Getting the tone right[/h2]

Writing dialogue for NPCs is an obvious opportunity to enrich the fairytale picture book aesthetic of the game world, and the style and tone that we hope to have achieved is a mixture of folk wisdom, upbeat chit chat and lore-based whimsy. Each class of character has a range of ‘lines’ that are each designed to reveal a little about their role in the world along with a tint of personal attitude. We’ve crafted them to be a little bit poetic - some use rhyme, others use phonic or rhythmic patterns. The intention is to create a style that enhances the feeling of being in a picture book world at the same time as withstanding a fair degree of repetition. Players will also encounter dialogue that imparts something less ordinary, little parts of story or information. We wanted these to stand out a little bit and be less two dimensional so they are written in a tone that is more personal and direct - these are the aspects which signal happenings beyond the ‘scenery’ and rhythms of everyday life. Stories, if you like!

[h2]Seeding lore[/h2]

As with all RPGs, the text is a worldbuilding, ambient component of the game world and being so, must seed notions of the past history and current issues affecting its inhabitants. When I write dialogue I try to write it as though through the eyes of someone living its lore and history, so that fragments of these are revealed naturally when characters ‘speak’. This is one of the major ways that players will discover things about the magic, infrastructure and social practices of Braided Shore. There are a lot of unique and complex aspects to life there and they all matter to its inhabitants - we hope that over the course of your time there you’ll be able to learn from them and to piece together its unique culture. When I’m writing text I have all this in mind - the challenge is to seed little bits of lore without being overly explicit or compromising the integrity of character voice, it’s a balance I think I’ll always be in the process of perfecting!





[h2] Glimmers of story[/h2]

While there’s no overarching questline in Book of Travels, there are intrigues to explore - eventually players will start to see signs of a region-wide drama, but mostly they are event chains with narratives that have the small-magic feel of folklore. Both will be seeded throughout the dialogue, so look out for hints or between-the-lines implications.





Finding the balance between subtle, naturalistic exposition and something more clearly revealing isn’t easy, so we expect to be working hard at that balance and we’ll be listening to your feedback to do so. Thanks for reading, I look forward to hearing your thoughts in the comments below!

Helen x

https://store.steampowered.com/app/1152340/Book_of_Travels/