It’s happening again.
Of course, most of them knew this would happen again. Some looked forward to it. Some tried to forget it. Some were afraid of truly losing something this time, of somehow, not being able to get back the people they lost, fought against, hated, loved, killed.
It never mattered in the end. They were scars, and they were there, and occasionally it’d come up between the people who were in those games, but it doesn’t tend to be a big deal. Sometimes, one of them will have a nightmare about killing a friend, blood running down their hands, weapon thrown haphazardly to the ground after the moment of panic has passed. Sometimes, one of them will have a nightmare about cacti and bloody fists. Sometimes, one of them will have a dream about ice, snow and a home, and that dream will turn into a fence that seems so much taller than it is and broken hearts. Sometimes, one of them will have a nightmare about clocks and ticking time, a betrayal that, much later, in an unrelated moment, becomes trust and a bond they cannot break.
None of them are having those nightmares now.
Those who look around notice the lack of a man who was once a king, then a loyal knight, and then a heartbroken wolf.
Most of them do not look around. One of them’s heart aches. Most of them simply run.
Of course, it’s fun. It’s always been fun, at least in the beginning. It’s fun until it isn’t. It’s fun until you begin to forget who you were before this place and your memories begin to fade away.
It’s fun, when you wake up on your bed in another server, after thinking your life was over, that that was it, gasping for air or laughing hysterically or in an eerie silence, remembering just what all that has happened was.
This world has a border.
Every one of these games does. Forces them to fight, one of them, the one who occasionally has more than two eyes, explained once. It’s more interesting and fun like this, he had said.
Normal worlds have borders, too. It’s just that those aren’t truly there; they create them in their minds, to limit, subconsciously, how far from what they took so long to build they can go. Those borders are surpassable, and it’s even fun to explore beyond them, although they don’t realize there was ever a border in the first place.
This border is blue and transparent and doesn’t stop moving.
There is a village right outside the border.
There had been a village in this game, once, in the first time. It had been a useful resource, although sometimes one may think of a burning tree or a creeper that exploded a little too close when looking at a village.
They try to reach the village. It’s exciting, with its promise of resources and trades and people who aren’t trying to kill them. Of course, villagers aren’t like players, but it’s still something nice, on top of being useful for trades.
There are houses in the village, with happy people living their lives and worrying about no timer ticking in the corner of their vision or boogeyman curses. They have roofs over their heads and items in their chests, there’s people they know won’t betray them for a tainted win of a twisted game that they’ll forget they agreed to come to soon.
The players approach the village, with all its promises and whispers. Subconciously, some of them want to be under a stable roof. Consciously, some of them want to loot the place. Consciously, some of them want to kill its residents. Subconsciously, some of them are jealous they won’t die in the hands of who they love.
There is a barrier in front of the village.
They try boats, they try jumping through it, but it doesn’t work. They look at the wheat and the houses and the farm. The barrier moves in front of them.
They turn around, some quietly, some grumbling about lost resources, some complaining that it’s unfair, some pretending they don’t care.
They cannot have the village.
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hmm... im sure someones made a good guide out there somewhere, but i personally havent used any
but thats not a good answer, so another place to start is to use a real game as a ref! this is the sims 2 ds:
most of the detailed textures are only used for the player sims hair/face/clothing
you can see by the jagged edges of this sims vest that its still a little lower than the faces texture (this is probably because the body has more clothing variations than the face and they needed to save memory)
static parts of the environment have a higher res, because they can tile/repeat the textures. this game has a million variations on bed/chair textures, so they're notably lower res
this is a ripped texture of most(?) of the things used to make an area in the game (image credit) :
the desert background here is just a 2d image, relatively low res because the player will never be able to reach it
i guess this is just a long winded way of saying "things that arent that important or the player will generally be lower poly + less detailed" but i hope it helps a little
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