Inspirations for Book of Travels
The last year was one where we slowly opened the door to Book of Travels and all it involves. Weve been deeply gratified to read your response, in particular those replies that have lead us to books, art and other media that you feel share similarities with the square-peg project that is our TMORPG. With that in mind, and to make for a reviving start to the epic year that will be 2021, were dedicating this post to a deeper investigation of key inspirations behind Book of Travels, and we hope you feel inspired to share your own inspirations with us too!
The Library of Babel by rik Desmazires
Argentinian Jorge Luis Borges is famous for fiction that undermines all notions of reality. One of his best known works is The Library of Babel, whose (almost) infinite stacks of randomised texts prompted the production team to begin designing a game world that has players get lost on an (almost) infinite quest of their own design. In Borges story characters respond to the uninterpretable texts in many ways - as cultists, cabalists, or simply on a searching for meaning and truth. The exploratory decentred experience that is Book of Travels owes a lot to Borges library and Ficciones. Other stories such as 1001 Nights and Judith Schalanskys Pocket Atlas of Remote Islands have also inspired the dreamy reality and magical everyday of Braided Shore.
Tove Janssons Hattifatteners haunt Moominmamma
All Moomin fans are familiar with how the light-hearted domesticity of Moomin life is made brighter by lurking darkness. A Groke, hattifatteners and the Lady of the Cold all loom in from the periphery to quietly nudge you out of your existential comfort zone. No matter the infinite beauty of the new days sun theres always something unnerving in the offing. If Book of Travels gets anywhere close to conjuring this kind of uncanny we would be thrilled indeed.
Standing in the rain with Totoro
Hayao Miyazakis work is much loved in the studio, and the stillness and silence in films like Spirited Away, Ponyo, and Totoro is something we love a lot. These daring minutes of peace arent validated by any narrative task, theyre simply part of a meandering journey, allowing us to get lost in something or nothing in particular. Weve often written about getting lost in Book of Travels and about how tranquil it is, the effect of Ghiblis ma is something we dream of achieving in game form.
David Luptons Ged from A Wizard of Earthsea
Everything mundane and ethereal in Book of Travels emerges from a grey zone somewhere between good and evil, and the games design and scattered narratives quite consciously evade that classical binary. So while were clearly very inspired by fantasy RPGs, the spirit of the games design owes a lot to fantasy classic A Wizard of Earthsea, in which Ged learns about the balance of the cosmos and fights inner turmoil rather than outer forces of darkness.
Layers of mystery from Baldur's Gate
If there is one game we never tire of paying tribute to its Baldurs Gate. This was the original it-doesnt-hold-your-hand RPG and many of the team have spent uncountable hours playing it, both since production began but also way before the Book of Travels seed was even planted. The sense of just wandering the lands freely, just enjoying nature and the adventure is still an unparalleled experience in the RPG genre. Interestingly BG1 was created by medical doctors and not seasoned game devs - they wanted to make a game with a much more open style of play. In terms of game design, this is the teams number one inspiration and well be over the moon if we can even slightly live up to its achievements! Other games that we looked at are Journey, ICO and RPGS like Knights of the Old Republic.
A still from Jiri Trknas A Midsummer Nights Dream
Czech animation has something of a cult following, but its Jiri Trnka in particular whose illustrations and puppets are an all time favourite of Art Director Jakob Tuchten. Trknas almond-eyed, graceful-limbed creatures are dressed in the deeply-hued cloaks of medieval style fairytales, an aesthetic that blends easily with feudal Japanese and Middle Eastern dress. Trknas animation also inspired Book of Travels diorama feel. This mix of 2D and 3D was a big technical challenge but, we hope, now evokes a Trknaesque atmosphere, suggesting fictions consciously staged in a world thats deeply immersive.
The Blue Heron by AJ Casson
Arnold Bcklin's Isle of Death
While ambiguity is a source of dramatic tension in Braided Shore, visually, dark and light are very polarised. For the painting style, inspiration finally came from AJ Casson whose picture above became the cornerstone of the games visual style. Cassons lines are fluid, vivid and detailed, and echo expressionists (such as Munch and Van Gough) in invoking the motion of wind. Wind is a very important phenomena in Braided Shore, so this aesthetic also works to hint at its continuing presence and magical influence. Away from the woods, dense looking rocks and flat reflecting water are borrowed from Arnold Bcklins Isle of Death series to create a bleak feel. The art team also looked to the Orientalists whose figurative art documented everyday life in Middle Eastern cities. From them comes the hustle and bustle of our biggest city, Kasa.
The Reception of Ambassadors in Damascus, by an unknown Venetian artist
Waterhouse's Love for Circe
Of course there are tonnes of other influences that go into the Book of Travels cooking pot to stew, some of which are those unplanned, organic and human things. Theres a phenomena in the theory of visual art whereby artists cannot resist the temptation to fill all available space with detail. Its known as Horror Vacui, and unsurprisingly thats exactly how the game ended up looking how it now does. For that we have Lead Artist Marcus to thank! A studio copy of Madelaine Millers Circe now creaking with use like it has a spirit in its spine has also bled into our approach to spells and magic. ----------------------- We hope that this very brief dive into our various influences has inspired you to discover something new and fun. For sure, our journey of discovery is never over, and we'd love to hear all your suggestions for cultural rabbit holes that we can lose ourselves in, so please drop us a line below and let us know what Book of Travels makes you think of... Thank you so much for spending your time with us! From the whole team, best wishes and stay safe! Helen and the Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
[ 2021-01-08 17:10:11 CET ] [ Original post ]
Dear Travellers,
The last year was one where we slowly opened the door to Book of Travels and all it involves. Weve been deeply gratified to read your response, in particular those replies that have lead us to books, art and other media that you feel share similarities with the square-peg project that is our TMORPG. With that in mind, and to make for a reviving start to the epic year that will be 2021, were dedicating this post to a deeper investigation of key inspirations behind Book of Travels, and we hope you feel inspired to share your own inspirations with us too!
The Library of Babel by rik Desmazires
Circularity and uncertainty from literary magic realists
Argentinian Jorge Luis Borges is famous for fiction that undermines all notions of reality. One of his best known works is The Library of Babel, whose (almost) infinite stacks of randomised texts prompted the production team to begin designing a game world that has players get lost on an (almost) infinite quest of their own design. In Borges story characters respond to the uninterpretable texts in many ways - as cultists, cabalists, or simply on a searching for meaning and truth. The exploratory decentred experience that is Book of Travels owes a lot to Borges library and Ficciones. Other stories such as 1001 Nights and Judith Schalanskys Pocket Atlas of Remote Islands have also inspired the dreamy reality and magical everyday of Braided Shore.
Tove Janssons Hattifatteners haunt Moominmamma
Light and darkness from Tove Jansson
All Moomin fans are familiar with how the light-hearted domesticity of Moomin life is made brighter by lurking darkness. A Groke, hattifatteners and the Lady of the Cold all loom in from the periphery to quietly nudge you out of your existential comfort zone. No matter the infinite beauty of the new days sun theres always something unnerving in the offing. If Book of Travels gets anywhere close to conjuring this kind of uncanny we would be thrilled indeed.
Standing in the rain with Totoro
Peace and solitude from Studio Ghibli
Hayao Miyazakis work is much loved in the studio, and the stillness and silence in films like Spirited Away, Ponyo, and Totoro is something we love a lot. These daring minutes of peace arent validated by any narrative task, theyre simply part of a meandering journey, allowing us to get lost in something or nothing in particular. Weve often written about getting lost in Book of Travels and about how tranquil it is, the effect of Ghiblis ma is something we dream of achieving in game form.
David Luptons Ged from A Wizard of Earthsea
Ambiguity from Earthsea
Everything mundane and ethereal in Book of Travels emerges from a grey zone somewhere between good and evil, and the games design and scattered narratives quite consciously evade that classical binary. So while were clearly very inspired by fantasy RPGs, the spirit of the games design owes a lot to fantasy classic A Wizard of Earthsea, in which Ged learns about the balance of the cosmos and fights inner turmoil rather than outer forces of darkness.
Layers of mystery from Baldur's Gate
Open world gaming from Baldurs Gate
If there is one game we never tire of paying tribute to its Baldurs Gate. This was the original it-doesnt-hold-your-hand RPG and many of the team have spent uncountable hours playing it, both since production began but also way before the Book of Travels seed was even planted. The sense of just wandering the lands freely, just enjoying nature and the adventure is still an unparalleled experience in the RPG genre. Interestingly BG1 was created by medical doctors and not seasoned game devs - they wanted to make a game with a much more open style of play. In terms of game design, this is the teams number one inspiration and well be over the moon if we can even slightly live up to its achievements! Other games that we looked at are Journey, ICO and RPGS like Knights of the Old Republic.
A still from Jiri Trknas A Midsummer Nights Dream
Character design and a diorama aesthetic from Czech animators
Czech animation has something of a cult following, but its Jiri Trnka in particular whose illustrations and puppets are an all time favourite of Art Director Jakob Tuchten. Trknas almond-eyed, graceful-limbed creatures are dressed in the deeply-hued cloaks of medieval style fairytales, an aesthetic that blends easily with feudal Japanese and Middle Eastern dress. Trknas animation also inspired Book of Travels diorama feel. This mix of 2D and 3D was a big technical challenge but, we hope, now evokes a Trknaesque atmosphere, suggesting fictions consciously staged in a world thats deeply immersive.
The Blue Heron by AJ Casson
Arnold Bcklin's Isle of Death
A light and dark aesthetic from many fine art masters
While ambiguity is a source of dramatic tension in Braided Shore, visually, dark and light are very polarised. For the painting style, inspiration finally came from AJ Casson whose picture above became the cornerstone of the games visual style. Cassons lines are fluid, vivid and detailed, and echo expressionists (such as Munch and Van Gough) in invoking the motion of wind. Wind is a very important phenomena in Braided Shore, so this aesthetic also works to hint at its continuing presence and magical influence. Away from the woods, dense looking rocks and flat reflecting water are borrowed from Arnold Bcklins Isle of Death series to create a bleak feel. The art team also looked to the Orientalists whose figurative art documented everyday life in Middle Eastern cities. From them comes the hustle and bustle of our biggest city, Kasa.
The Reception of Ambassadors in Damascus, by an unknown Venetian artist
Waterhouse's Love for Circe
Those unexpected human things
Of course there are tonnes of other influences that go into the Book of Travels cooking pot to stew, some of which are those unplanned, organic and human things. Theres a phenomena in the theory of visual art whereby artists cannot resist the temptation to fill all available space with detail. Its known as Horror Vacui, and unsurprisingly thats exactly how the game ended up looking how it now does. For that we have Lead Artist Marcus to thank! A studio copy of Madelaine Millers Circe now creaking with use like it has a spirit in its spine has also bled into our approach to spells and magic. ----------------------- We hope that this very brief dive into our various influences has inspired you to discover something new and fun. For sure, our journey of discovery is never over, and we'd love to hear all your suggestions for cultural rabbit holes that we can lose ourselves in, so please drop us a line below and let us know what Book of Travels makes you think of... Thank you so much for spending your time with us! From the whole team, best wishes and stay safe! Helen and the Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
Book of Travels
Might and Delight
Might and Delight
2021-10-11
RPG MMO
Game News Posts 134
🎹🖱️Keyboard + Mouse
Very Positive
(1410 reviews)
http://www.tmorpg.com
https://store.steampowered.com/app/1152340 
Book of Travels Linux 64bit [5.82 G]
Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.
Braided Shore is a vast and intricate world, but meetings with other players are few and far between so your chance encounters will be something special. Choose to collaborate together or to survive alone, either way, you’ll be part of the birth of an exciting new online community, one where many stories will be told.
But take note: This is a game for wayfinders and wanderers and it won’t plan out your route. Instead it will trust you to to play in your own style and to shape your own journey. Whichever way you choose to travel, you’ll soon be adding your own chapters to the Book of Travels.
- Authentic roleplaying and individual playstyles
Pick one of 20+ Forms in a detailed character creation sheet that focuses on personality and identity rather than stats and classes. The game allows you to play in a style that matches your character and to set your own personal goals. Are you a danger-seeking adventurer, a stoic practitioner of magic binding, or a carefree tea drinking gambler? - Boundless narrative that won’t hold your hand
Your travels will present you with countless randomly occurring events making your story unique, and each session different from the last. Peel back the layers of diverse plotlines and discover an immensely deep fairytale world. - TMO - Tiny Multiplayer Online
Other players are few, but your paths will cross - it’s up to you to choose to travel together or go it alone. Find vehicles to reach far flung places or just amble through woods together. The absence of guilds and social structures makes your temporary fellowships unique and memorable. - A beautiful world of uncertainty
An intricate and unique world that draws inspiration from old-world fairytales, Eastern mythologies and early industrial eras. Tons of intricate events chains that unlock items, characters, deep world secrets, and hidden gameplay features and tricks. - Communicate using symbols
Learn to use a unique set of symbols to communicate with other players. Unlock new symbols as you encounter new features and places (e.g. you’ll gain the symbol for “city” only after you’ve visited a city). The limitation in communication lays the foundation for a rich and friendly multiplayer experience. - Innovative RPG systems
Define your character by unlocking and mastering 300+ abilities, magical skills and passive feats that will have a huge impact on your character and open up different experiences of the game. Gain experience in numerous ways: by exploring, being courteous, gathering and trading. Battles can be rewarding, but you will learn more in defeat than in victory. - The world is a hand painted diorama
Experience a unique game view perspective ‘painted’ in a richly detailed artstyle. Click to walk like old school RPGs but in scenes with 3-dimensional depth. - Commiting to the world - together
Might and Delight studio is fully committed to making this online world grow and live for a long long time - together with you. Much like a dungeon master we will hint about new mysterious scenarios, but it will be up to you, the players, to let us know what we should explore next. Additionally, we’ll add new levels, constantly making the vast world even bigger, adding new playable characters and of course thousands of storylines and events. Stories will change and evolve and eras of new narratives will follow.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA Geforce GTX 660. ATI Radeon HD 2xxxNetwork: Broadband Internet connection
- Storage: 2 GB available space
GAMEBILLET
[ 5952 ]
GAMERSGATE
[ 3223 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB