With these simple systems, both games can easily absorb over 30 hours of your time (and in Minecraft's case, hundreds of hours after that), yet both go against modern game convention by having no built-in story. When you start in Minecraft, you have no beginning quest, no introduction, and no clue where to begin. You start with an empty hotbar and in the middle of a virgin land. As of the current version of the beta, there are no other NPCs that will communicate with you.
Terraria has some NPCs that will talk to you, but their main purpose is trading some of the valuable resources of the game for money, which can then be used to buy the more mundane but necessary items they sell. They don't tell you what to do, with the exception of the guide who gives you hints about the world. They provide some flavor to the game with their banter about the other merchants, but they function as virtual pieces of furniture in your buildings.
In the same way that these two games have created inhabitable worlds without narratives, I've been contemplating a game that builds cities and societies you can interact with and build a story around. I've been focusing that conceptualization around a small town-focused RPG where NPCs all fill essential roles:
- Farmer - He goes around a field all day collecting grain. In the morning, he gives the previous day's harvest to the cart runner.
- Cart Runner - The cart runner is responsible for transporting goods. In this small concept version, his only client is the farmer. He takes the farmer's crops to the Grocer and then takes money back to the Farmer for the day's supplies.
- Grocer - The grocer buys the farmer's crops and sells them in the town.
- Town Person- In the initial development version, townspeople have an unlimited supply of money, but a daily allowance for buying goods. They make a stop by the grocer every day to buy their meals.
Even in this simple design, things get complicated fast and there's the risk of over-design or horrible AI making the game unplayable. But if done right, I think this design would open up a world that's inhabitable and immersive in a different way than Minecraft or Terraria. It would natively build a narrative around the player's actions because he would get direct response from the characters in the game world.
Thought Exercise II: Conceptualize another procedurally generated world where the game builds a story around the player's actions.
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