

Plus you have a clearly-defined goal to help guide your choices: You've got to keep going east around the globe, as quickly as you can. Yet the combinatorial explosion never feels overwhelming: At any city there's never more than about half a dozen choices for where to go next, and often there are fewer. I wouldn't call the number of choices Inkle and Meg Jayanth had to create a "small number," but the fact that these choices are generally city-to-city decisions means that they can be combined in a way via the map to achieve the desired combinatorial explosion. So the trick is to find a way to combine a small number of choices on the author's end into an exponential number of scenarios on the player's end. However, as an author you do not want to (and in many cases simply cannot) create a different scenario for each of those exponentially-growing number of choices. A major way to make a game fun is to give the player a combinatorial explosion of choices. Because there were so many choices and routes I did not take - choices and routes that I just had to explore.Īnd therein lies much of what makes 80 DAYS work so well. After having my passport stolen, surviving a mutiny and an aircraft crash in the Indian Ocean, being blown off course over the Pacific, being held up at gunpoint by Jesse James, and earning the American lightweight boxing title, I did eventually make it back to London. But then I bought another item that I could sell in Dubai for a nice profit, and so I spent an inordinate amount of time getting to Dubai before finally arriving in Bombay for the trek across India. So I took a detour to Berlin and then Athens before heading to Suez to get back on track.

However, I picked up an object in Paris that the game told me could be sold in Berlin for a tidy sum. In fact, that's what I had planned to do at first, since I thought it would be the most efficient method to navigate the globe. You can, if you want, try to recreate Fogg's actual route from Verne's novel. 80 DAYS outdoes Verne's novel, though: Its steampunk take allows for dozens of fantastical ways to travel, from mechanized versions of horse-drawn carriages to ice walkers to submarines to experimental hovercrafts - not to mention the Orient Express, the Trans-Siberian Railway, and a hot-air balloon. Much of the charm of Verne's original novel is the madcap dash around the world, using a variety of modes of transportation: steamships, trains, elephants, even a sledge. Fogg has made a wager with some members of his London club that he can traverse the globe in only 80 days. You play as Passepartout, valet to Englishman Phileas Fogg. Share your own journey with friends, and load other's routes directly into your app so you can race head-to-head.Ĩ0 DAYS is an interactive, steampunk retelling of Jules Verne's classic 1873 novel Around the World in 80 Days. You can race to be the fastest - or look ahead to learn the secrets of the world. The app is network-connected, with a live feed that shows you the position of all the other players of the game, their routes, triumphs and disasters. Will your choices speed you up - or lead you into disaster? Will you earn Fogg's trust and respect? Will you uncover the secrets and short-cuts that can shave days off your time? Murder, romance, rebellion and intrigue await! Trains, steamers, hot-air balloons, boats, camels, horses and more leave and arrive minute by minute.Įvery city and journey is narrated via an interactive story where you control every action. Bribe your way onto early departures, but don't let yourself go bankrupt or you'll be sleeping rough and begging for aid! Trade items for profit, and collect the equipment for the conditions you'll face: but too much luggage will slow you down.Ĩ0 DAYS is a breakneck race, with an in-game clock that never stops running. Playing as Phileas Fogg's loyal valet, Passepartout, you must balance your master's health, your finances, and the time, as you choose your own path from city to city all the way around the world. Climb the Burmese mountains, trek the Zulu Federation, sail up the Amazon and disappear under the Indian Ocean - but don't fall behind the time!įeaturing stunning art by Jaume Illustration, a half-million word script by Meg Jayanth, original music by Laurence Chapman, and built using the same inklewriter engine that powers our critically-acclaimed Sorcery! series, 80 DAYS is an interactive adventure created by your choices, on the fly, and is different every time you play. Detailed research and techno-fantasy combine in an 1872 of tensions, inventions and exploration. Phileas Fogg has wagered he can circumnavigate the world in just eighty days.Ĭhoose your own route around a 3D globe, travelling by airship, submarine, mechanical camel, steam-train and more, racing other players and a clock that never stops.ġ50 cities to explore.
