There was a level of strategy involved.īut later on, I realised that this made the game kind of repetitive and boring. I often made decisions in the game not based on what I wanted to do or where I wanted to go next, but based on which path seemed that it would be better for my score. I was concerned about Fogg’s well-being, fastest routes, and best places to sell items for the most cash. On initial runs of the game, in true gamer style, I kept trying to optimise for the best score. Learning to Play Differently in Inkle’s 80 Days Game This, along with other measures like Fogg’s happiness and the total number of days the trip took, factors into a final score at the end of the game. At the outset, you are given the goal of the wager from the novel: return to London by the 80 day mark and receive £20,000. In 80 Days, you play as the valet to the character Fogg from Jules Verne’s Around the World in 80 Days, the book that serves as inspiration for this branching narrative video game. This is not necessarily a different subset of travellers, but a trait that all three traveller types have in common. I mentioned three types of travellers in my previous post, but I’ve come to discover a fourth traveller archetype: the storyteller. However, one of my recent finds, Inkle’s interactive fiction video game 80 Days, made me rethink how a game truly captures the spirit of travel. In a previous post, I wrote about some of the games that appeal to travellers for different reasons. When I first started looking for games about travel, I was trying find a way to replicate a feeling that we’ve all been missing out on this past year.
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