Now let's think about the inner mechanics of the world.
What it’s like - all the gears, running around, running inside that world of yours?
Think about the contrast, the oppositions.
Is it going to be you against the world or the world against you?
Is it going to be political?
Is it going to be factions involved, two different armies,
and what side are you going to be?
Are you going to be able to see the side of the opposite, the enemy?
A world lived through time, there's a state of affairs, conflicts.
If it's a brand new world, untouched, are you going to break it?
Are you going to change it in some way, in some intimate way?
That is one of the burdens that you can find in a lot of contemporary games.
Procedurally generated games, all built through algorithms and mathematics.
When you start a game, it's a completely different game every time.
Even though you think about games like that,
there's layers of time and landmarks.
You still need to have maybe places that may be the same through time.
Ancient ruins take cultural legacy in the world,
a world that is living through its legends and myth.
You will have to find maybe points of interest.
A game like Proteus, for
example, which is displaying an entirely new world every time you play it.
An entirely new island, a randomly generated world.
Well even though the world itself, the island is different every time you play
you will still be able to find, and
that's really interesting, some landmarks some places that will still be the same no
matter how the island looks like or is, a cemetery, a giant tree, a tower.
These landmarks will not just be there for visual sights, but will also guide you,
maybe help you find your way in these worlds.
So that's exactly what is anchoring your world down.