I’ve been playing a game called The Trail that is a lot like Oregon Trail. You play a settler (no family here) and you set off along a trail to eventually settle in Eden Falls. The trail itself is actually rather short, and you reach Eden Falls fairly quickly (no fording required, and no dysentery); in fact the game ends up being more of a collecting & crafting game rather than settling, but I don’t mind – it’s the crafting and levelling that I enjoy (I learn that these are called “incremental game”s). When you arrive at Eden Falls, you get a house which you can also improve via collecting and crafting. There is also a social aspect as you work together with the other inhabitants of your farm towards communal (and competitive) goals.

What actually attracted my attention to this game was that it is by Peter Molyneux, the creator of Fable. It is not as flexible a world as Fable, but there are some nicely designed aspects (who knows if there was direct Molyneux influence though). One feature that I think is great is the trading that you can do at trail camps. It’s useful because it provides an avenue for you to get rid of all the supplies and items that you’ve accumulated. It’s social because you are trading with other players at your camp, and finally it’s a game because there is a finite time limit for trading, and you compete to get the highest trading score to win an additional prize. This is just one aspect of the game that just works and is win-win-win.

Another part of the game that I like is trying to re-arrange everything in your backpack. The backpack is a limiting mechanism so you can’t carry everything at once, but instead of using slots like a normal game would, you actually have to try and arrange things in your backpack so they will fit. Often times you end up with an overflowing backpack while you try and balance that last item that you picked up on the very top!

As I played the game more, I realize that a lot of the social interaction (along the trail and in the camps) is done by NPCs and not genuine. It’s not completely NPCs, but most of it is. Once I saw through that illusion, I was a bit disappointed; although I understand why they chose that route for performance and design reasons. It’s not a game that I have to play everyday, but it’s good if you have an extended stretch of time.