The environment will change, and the feeling, the whole learning experience you
will have all through the game will define your gaming experience.
So how can you transform that feeling and
transfer it into other games, your own game?
How can you create the journey?
Well, as you go from one point to another, to point A to point B, you can have
a whole set of subsidiaries in between spaces, arenas, towns, dungeons.
If you go from one planet to another will it be just a travel and
will journey be in that planet to reach, or will journey be the travel itself?
Is traveling, going through the world, going to be that journey,
that story, that sense of wonder you want to carry all through the game.
Another concept, Door-monster-treasure called Hack-and-Slash in English.
What you do is opening a door, finding a monster, getting a key from it and
then you repeat.
You just find another door and with the key you just found you open that lock,
get to another door, kill another monster, get another treasure.
In dungeoning games like that, or like Dark Souls,
the world is actually open right from the start it is just locked.
If you go into some past that is still, often from the start,
you might find a way to unlock the other doors.
Which leads you to more unlocking, more monsters and more unfolding of the story.
In a game like Dark Souls, you are literally marking the world.
You can leave messages on the ground for other players, so
that they will know exactly what to expect.
What trap, where is the door, where is the key?
And obviously you can lie.
All of these participate to create obviously the atmosphere,
the ambiance, but also create a story line.
A story telling element that is really important, shared between other players,
here the environment is the story itself.