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Sacred Haven of Debauchery

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#57215
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Ment
Yeah, now I understand your point.
Imagine you're playing a game and you're given a main quest. Some guy gives it to you. Let's say, "save the world." You go and try to complete it, that is, save the world. Along the way, you visit locations, find allies, fight, complete side quests, and so on.
Now imagine that in this scheme, you don't have a guy who gives you the main quest. There just isn't one. There are plenty of side quests, but no one gave you a main quest. How is that possible? And how can you build a game around that? It's very simple: you give yourself the main quest. The guy who gives the main quest and the hero are combined into one person. And what principle do you use to give yourself these quests? Obviously, the same principle that the guy used before, he doesn't come up with them on the fly. The plot, the biography. To some extent, the character's personality, which compels him to pursue exactly this goal, and not another.
If simplified, that's it.
I think I'm starting to understand the essence. But the problem is that "creating" isn't my thing. :( It's not "age," not "being out of touch with life," etc. It's a "state of mind." I'm a "science-oriented person," not a "humanities person." I'm used to solving specific problems...:o

Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).