![]() "Teas" in Book of Travels are essentially magical potions, prepared by collecting certain types of herbs and flowers in the wild, then brewing them together based on the instructions of a certain recipe. Developers at the Might And Delight studio have embraced this design philosophy in their development of Book Of Travels, crafting its gameplay, visuals, and RPG mechanics so players are free to relish the journey rather than obsess over the destination. Journey, for instance, is an co-operative game about dancing through ancient ruins with a partner, while Outward is an RPG where a backpack full of tasty provisions is just as satisfying as a treasure chest full of loot. In recent years, several indie developers have been pursuing a new game design philosophy focused on atmospheric environments and relaxing travel mechanics over a constant pursuit of power. Related: 5 Role Playing Games In Which You're NOT the Chosen One A player who spends too much time rushing towards their end-goal, however, will forget to stop and smell the metaphorical roses. The appeal of roleplaying games, after all, is that they take place in a world full of things to do, from gaining experience points and earning money to overcoming fearsome bosses and creating uniquely powerful RPG character builds. The dirty secrets behind the popularity of many single-player and multiplayer roleplaying games is how they use the lure of accomplishment and rewards to keep people playing, like a rat in a psychologist's maze pulling switches to get a food pellet.
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