Shape of the World: Difference between revisions
pitch: ring-world circumnavigation (proposal, not settled design) (via create-page on MediaWiki MCP Server) |
rewrite in plain design-note register; ocean no longer claimed as most of the world (via update-page on MediaWiki MCP Server) |
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''<b>Status: proposal</b> (2026-07-27). | ''<b>Status: proposal</b> (2026-07-27). Not settled design — feedback wanted. Engineering feasibility has been assessed and isn't the bottleneck; everything else is open.'' | ||
The world is a '''ring''': sail west far enough and you | The world is a '''ring''': sail west far enough and you arrive from the east. The world's shape is part of its lore, and nobody in the world has proven it yet. | ||
== | == Circumnavigation == | ||
Circumnavigation is a goal in the game. Players provision a ship on a west coast, sail west across open ocean, and eventually make landfall on the world's eastern shore. It should take long enough to be a real expedition: something most players never complete, but every player knows is possible. | |||
== Lore == | |||
The world is a band. East–west it closes on itself; north and south it ends. What the ends are is open: | |||
* '''North''': an ice sheet? permanent storms? impassable mountains? | |||
* '''South''': the rim itself, or more of the same? | |||
In-world, the shape is disputed. Scholars argue ring versus disc versus sphere, and maps disagree at the margins. The world isn't ''known'' to be a ring until players — or someone in the lore — manage to circumnavigate it. Whoever does it first settles the argument. | |||
In-world, the shape is | |||
== The ocean == | == The ocean == | ||
The stretches of the ring between landmasses are open sea. The sea can be generated procedurally and doesn't necessarily have to be created by us; we author continents and islands and add them to the ring over time. That's what makes a world this large affordable. | |||
This doesn't mean most of the game is ocean. Content still lives mostly on land; the sea is the space between, plus whatever repeatable content suits it (fishing grounds, shipwrecks, sea creatures, weather, uncharted islets). How much of the ring is water is a geography and travel-time decision, not an elemental-balance one — an ocean tile doesn't make Water a bigger part of the game any more than a mountain makes Earth one. | |||
== Ships == | == Ships == | ||
This proposal depends on ships being real gameplay, not a teleport with a boat animation. What sailing actually is — a skill? navigation? provisioning? crew? — is open design space, and it comes first: no ships, no ring. | |||
It also depends on travel staying slow. If fast travel ever makes any two points seconds apart, the world's shape stops mattering in play. | |||
== Scale == | == Scale == | ||
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The working recommendation is | The working recommendation is '''18,000–36,000 tiles''': long enough that rounding the world is an expedition, short enough that players actually do it. Below roughly 3,000 tiles, players discover the wrap by accident in their first session and the world feels tiny. | ||
Two properties of a ring worth noting: no destination is ever farther than half the circumference, and there are always two routes to anywhere (east-about or west-about). | |||
== Cost and timing == | == Cost and timing == | ||
Assessed 2026-07-27. Converting the world to an east–west ring is a moderate amount of engineering, and it can be added later without resetting or migrating the existing world — nothing is blocked or thrown away by deferring it. | |||
A true sphere was considered and rejected: a square tile grid can't cover a sphere, the renderer assumes flat ground, and at any playable scale the curvature would be invisible anyway, so a ring plays identically. | |||
Sequencing: keep building the world as-is; ships as their own initiative; the ring after that. The one thing worth deciding early is the lore — if the world is a ring, geography and stories written now shouldn't contradict it. | |||
== Open questions == | == Open questions == | ||
* Does | * Does a ring fit the world's story? Ring vs. disc vs. something else? | ||
* What are the north and south ends? | * What are the north and south ends? | ||
* Where does the existing landmass sit on the ring | * Where does the existing landmass sit on the ring, and what's on the opposite side? | ||
* What is sailing, as gameplay? | * What is sailing, as gameplay? | ||
* How | * How does the shape dispute show up in-world — books, NPCs, a questline? | ||
* | * Does the 18–36k circumference band feel right, given how the world should feel to cross on foot? | ||
Latest revision as of 09:41, 27 July 2026
Status: proposal (2026-07-27). Not settled design — feedback wanted. Engineering feasibility has been assessed and isn't the bottleneck; everything else is open.
The world is a ring: sail west far enough and you arrive from the east. The world's shape is part of its lore, and nobody in the world has proven it yet.
Circumnavigation
Circumnavigation is a goal in the game. Players provision a ship on a west coast, sail west across open ocean, and eventually make landfall on the world's eastern shore. It should take long enough to be a real expedition: something most players never complete, but every player knows is possible.
Lore
The world is a band. East–west it closes on itself; north and south it ends. What the ends are is open:
- North: an ice sheet? permanent storms? impassable mountains?
- South: the rim itself, or more of the same?
In-world, the shape is disputed. Scholars argue ring versus disc versus sphere, and maps disagree at the margins. The world isn't known to be a ring until players — or someone in the lore — manage to circumnavigate it. Whoever does it first settles the argument.
The ocean
The stretches of the ring between landmasses are open sea. The sea can be generated procedurally and doesn't necessarily have to be created by us; we author continents and islands and add them to the ring over time. That's what makes a world this large affordable.
This doesn't mean most of the game is ocean. Content still lives mostly on land; the sea is the space between, plus whatever repeatable content suits it (fishing grounds, shipwrecks, sea creatures, weather, uncharted islets). How much of the ring is water is a geography and travel-time decision, not an elemental-balance one — an ocean tile doesn't make Water a bigger part of the game any more than a mountain makes Earth one.
Ships
This proposal depends on ships being real gameplay, not a teleport with a boat animation. What sailing actually is — a skill? navigation? provisioning? crew? — is open design space, and it comes first: no ships, no ring.
It also depends on travel staying slow. If fast travel ever makes any two points seconds apart, the world's shape stops mattering in play.
Scale
At run speed (5 tiles/second), with a hypothetical ship at twice that:
| Circumference | Nonstop run | Nonstop sail (~2× run) |
|---|---|---|
| 9,000 tiles | 30 min | 15 min |
| 18,000 tiles | 1 h | 30 min |
| 36,000 tiles | 2 h | 1 h |
The working recommendation is 18,000–36,000 tiles: long enough that rounding the world is an expedition, short enough that players actually do it. Below roughly 3,000 tiles, players discover the wrap by accident in their first session and the world feels tiny.
Two properties of a ring worth noting: no destination is ever farther than half the circumference, and there are always two routes to anywhere (east-about or west-about).
Cost and timing
Assessed 2026-07-27. Converting the world to an east–west ring is a moderate amount of engineering, and it can be added later without resetting or migrating the existing world — nothing is blocked or thrown away by deferring it.
A true sphere was considered and rejected: a square tile grid can't cover a sphere, the renderer assumes flat ground, and at any playable scale the curvature would be invisible anyway, so a ring plays identically.
Sequencing: keep building the world as-is; ships as their own initiative; the ring after that. The one thing worth deciding early is the lore — if the world is a ring, geography and stories written now shouldn't contradict it.
Open questions
- Does a ring fit the world's story? Ring vs. disc vs. something else?
- What are the north and south ends?
- Where does the existing landmass sit on the ring, and what's on the opposite side?
- What is sailing, as gameplay?
- How does the shape dispute show up in-world — books, NPCs, a questline?
- Does the 18–36k circumference band feel right, given how the world should feel to cross on foot?