Now, let's talk about going from point A to point B. Here, we're getting really specific going from one point of the world to another. And by that, I mean not just one part of the world, but one part of the story. How to start and end your story as you walk, move through it. And also what obviously is going to be between point A and point B. Think about that journey that you will have in between. And here we can talk about that game, Journey. Here when you start the game all you will see in the background is that mountain, ominous mountain. It just takes all the space. That's where you have to go. That's your set goal, your progression. All you will do is try to reach that mountain. Get on top of it, you know it. It's where you have to be, not just where you have to go. And here, in Journey but like many other games you have to think about, what's going to happen. What kind of enemies, what kind of encounters you will have? In a game like Journey, you will encounter other characters which are other players. Literally you will help other players, and it will help you reach that mountain. You will have adventures with them. You will have maybe a sense of story unfolding. The environment will change, and the feeling, the whole learning experience you will have all through the game will define your gaming experience. So how can you transform that feeling and transfer it into other games, your own game? How can you create the journey? Well, as you go from one point to another, to point A to point B, you can have a whole set of subsidiaries in between spaces, arenas, towns, dungeons. If you go from one planet to another will it be just a travel and will journey be in that planet to reach, or will journey be the travel itself? Is traveling, going through the world, going to be that journey, that story, that sense of wonder you want to carry all through the game. Another concept, Door-monster-treasure called Hack-and-Slash in English. What you do is opening a door, finding a monster, getting a key from it and then you repeat. You just find another door and with the key you just found you open that lock, get to another door, kill another monster, get another treasure. In dungeoning games like that, or like Dark Souls, the world is actually open right from the start it is just locked. If you go into some past that is still, often from the start, you might find a way to unlock the other doors. Which leads you to more unlocking, more monsters and more unfolding of the story. In a game like Dark Souls, you are literally marking the world. You can leave messages on the ground for other players, so that they will know exactly what to expect. What trap, where is the door, where is the key? And obviously you can lie. All of these participate to create obviously the atmosphere, the ambiance, but also create a story line. A story telling element that is really important, shared between other players, here the environment is the story itself.