hA game serves as a poetic narrative within its description. Bernband is described as “a science fiction exploration game for those who enjoy wandering….” Players can meander through vivid and peculiar worlds, bask in the glow of streetlights, and navigate beneath the zigzagging flags overhead. They traverse corridors hosting odd green flora growing in planters, and even engage with otherworldly subway trains that sway above them—tentacle grips, perhaps? “I have no objectives apart from walking,” the game’s Steam page asserts. “Where will your feet lead you?”
There’s an alluring quality about a game that encourages exploration. However, this doesn’t imply that creating such a game is straightforward. “Wandering as the primary objective poses numerous challenges,” remarks Tom Van Den Boogart, who began this venture back in 2014 to reassess the project.
“Exploration is our primary goal”… Bern Band. Photo: Sokpop Collective
Consequently, every journey through Bernband commences similarly. In a modest apartment with windows offering glimpses of the strange universe contained within the game. “The idea is to convey that you are a resident of this city,” explains Van den Boogert. “And as time passes, familiarity with the environment will develop. Your adventure starts once you step through the door.” The apartment also serves as a sanctuary for players to return to after their explorations. “It introduces a subtle goal: ‘Can I find my way back to the apartment?’ Even if it’s just at a subconscious level.”
Van Den Boogat discovered quickly that the Wandering Game should offer players destinations to explore freely. Consequently, the majority of the Bernband universe is arranged in a nonlinear manner. “In most instances, there are various routes to a destination,” he states. “Some paths are more obscure or less obvious than others. If exploration is the core objective of the game, I aim to allow players to choose what they wish to investigate.”
An alien city influenced by real-world locations… Bern Band. Photo: Sokpop Collective
Despite this unobtrusive design, Van Den Boogat acknowledges that avoiding predictability is an ongoing struggle. Yet, he persists. “I believe having access to this sort of information can rob players of the enchanting feeling that comes from stumbling upon hidden realms,” he chuckles. “You are aware that they exist on some level.”
The alien city in Bernband isn’t structured as a traditional open world; instead, it comprises distinct areas interlinked by elevators and various transport options. This format was chosen to ensure that players can immerse themselves in specific sections of a broader landscape. Additionally, Van Den Boogat creates from a compilation of locations he finds engaging or enjoyable. To maintain his creativity, he ensures this list remains somewhat vague: a large supermarket, a shaded bar, and a swimming pool with water slides.
And while the world is alien, Bernband draws inspiration from real-life locations familiar to Van Den Boogat, whether it’s his hometown of Gouda in the Netherlands or influential spots in the gaming industry found in Tokyo, San Francisco, Stockholm, and beyond.
“When I develop games, I prefer to draw inspiration from personal memories and experiences, rather than other media like games or films,” he shares. “This approach fosters a deeper, more personal connection to my work, and I hope it imparts a unique essence to the game and its world.”
Source: www.theguardian.com
