Paving Your Way Towards Adventure

by , Monday March 25, 2019
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Paving Your Way Towards Adventure

Paving Your Way Towards Adventure

It's another epic guest blog post from DeeundDrang that we dare you to read...

 

“It’s a dangerous business, walking out the front door,” said Gandalf once upon a merry time. But isn’t it more dangerous to walk back in?

 

In this blog, I will endeavor to take on this Sisyphean feat and explore a bit of the genre, as well as share with you the little experience I’ve had with it. Maybe it will spark some ideas.

 

First, though, let’s look at the origin of the term adventure and we find that it dates back to the 13th century where “aventure” or “auenture” meant “that which happens by chance, fortune, luck.” It’s only during the 1560s that the meaning suffered a change into “novel or exciting incident, remarkable occurrence in one’s life,” which is the definition we have been giving this term ever since, although I believe that there is the whiff of change in the air again.

 

Now, shall we go on this adventure?

 

I’ve backseat-gamed when my friend began playing Legend of Zelda: Breath of the Wild, and let me tell you, this open-world game ruined me for every other game - and it’s the first one I ever came close to ‘playing.’ I believe that I like the fact that fighting is not a must at every corner of the game.

 

Legend of Zelda: Breath of the Wild

The premise is as follows: “Link awakens from a deep sleep and a mysterious voice guides him to discover what has become of the ruined Kingdom of Hyrule.” This is how the game starts; everything that comes after Link walks out of the shrine is open to the player’s decision. You can go straight to the Hyrule Castle and fight Calamity Ganon (and die, obviously) or you can go explore the world, take down towers to uncover regional maps and complete your overall map, take side quests, cook food and sell it, buy weapons and clothes, buy your own house, upgrade your clothes with the faeries, etc. My friend has been at this game since January, with more than 100 hours put into it.

 

I’ve digressed a lot here. The point I was trying to make is that this game is a wonderful example of the journey towards home that this blog and the competition is about. The plateau Link wakes up in is on the ‘other side of the country’ as it were, and he needs to makes his way back to the Castle to help the princess (who is trapped inside fighting the big evil) defeat Calamity Ganon.

 

Assassin’s Creed

As my friend told me, in some ways this game is similar to Assassin’s Creed in the way that you need to sneak up on your enemies rather than charge at them (this will only speed up the Blood Moon, and lemme tell you it’s a hassle to deal with in the long run because you can’t get out of that ‘vision’). In other ways it’s very dissimilar to Assassin’s Creed where you don’t have as much freedom to leave the main quest for later and go explore the city or the countryside as in Breath of the Wild.

 

Your Story

  • Focus on your main character and the changes that occur as they make their way back;
  • You can exercise your world-building muscle and make that reflect the inner turmoil of your protagonist;
  • Use time: make it so this trek back home takes years and you focus on particular events\moments that shape your characters (see Star Trek: Voyager)
  • Play with realities (see Cloud Atlas and the credits scenes in Deadpool 2 or the Deadpool comic issues for that matter)
  • One decision this character makes sets in motion a series of events that changes the lives of other characters and you focus on them, even though the protagonist seems to be the first one (see chaos theory or the grandfather paradox for a more sci-fi approach to this...)

 

These have been some pointers that I believe could be explored in a story that has, as the main theme, adventure but you can use anything else you think might help give life to your plot. May the muse be with you!

 

Thank you to DeeundDrang for writing this blog post :)

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