Don’t worry, I am not talking about the real one.* I’m talking about how to fundamentally disrupt planet Heart if you travel in our optimistic strategy game Heart. Papers. Border. You see, we are making this game out of a profound belief that borders are unnecessary obstacles against our evolution as human beings. Borders label us by no fault of our own: they discriminate one’s luck to be born on one side of an invisible line and not the other, in a commercialised narrative of fairness and meritocracy. They make travel difficult or at least annoying even for the most privileged of us. They perpetuate an unnecessary industry of paperwork and they grant unjustified power to some, who unsurprisingly can easily be tempted by corruption.
But Heart. Papers. Border. is an optimistic game. And it is also set in a universe that doesn’t exist**. So the whole travel thing is not like in the real world. Its logical, mathematical, hopefully a tad annoying and chess like, but (for the lack of a better word) fun. At least that is what we are trying to accomplish through gameplay. And in our very first prototype, I think we nailed the chess like part a little, but we did not nail the fun at all, because there is no purpose to travel. So now we have all hands on deck to give this purpose. All 4 of them.
We are implementing a concrete reason to travel and visit touristic landmarks in Heart. Papers. Border. This reason is to gather tags. You gather tags so you can write blog posts. You write blog posts to grow your Followers base and hence your influence. And a terribly influential traveller has a significant impact on the country he or she visits. An impact that affects a variable called Border_level, which is an integer that goes down to 0 =)
To summarise, the way you change the world in 5 easy steps is:
- Visit touristic objectives
- Gather tags
- Use gathered tags to write blog posts
- Gain followers
- Travel and let your influence erase borders
This is the most important novelty we hope to showcase somehow at Indie Prize in Berlin, which is only 23 days away. It is a very complex system that we have to design and develop, on top of a terribly long list of fixes and polishes that we need to handle post Submission build. I’d like to take the opportunity to say here that Sebi just started to code and I just started to design, so we are both venturing into a large and sometimes really scary unknown.
* Or am I.
** Or does it? This is our retro futuristic take on Proxima B, which no one visited yet. There might be dragons! =)