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Chapter 25 – M*n*craft and Gr*wt*pia

  When I opened my eyes, I was already in my bed. The ceiling of the room that I had memorized the shape of the carvings greeted my gaze, and the fresh morning air slowly entered through the slightly open window.

  I don't remember how I came back here. However, I can guess. Maybe Anna moved me when I fell asleep on the terrace yesterday.

  It's rare for me to sleep that long. Even since reincarnation, my little body rarely really needed rest for long. Perhaps the cool cloudy air made this body more rexed than usual.

  I sat down slowly, then stood looking at the window I opened, and sighed. I had nothing to do today. There were no big pns, no urgent tasks, no research that I needed to carry out like a student with a deadline. I was just... idle.

  A strange concept to me.

  In the previous life, there was no such thing as free time. Every second was used for something productive, every minute meant work, study, or survival. There was no time to rex, no pce for something called a "hobby."

  But now, my situation is different. I have resources, I have a safe environment, and... I have time. If I have to fill my days with something, maybe it's time for me to consider getting a hobby.

  I don't know where to start, but my mind goes back to the memories of yesterday. Gr*wt*pia, also M*inecr*ft.

  A world that pyers can build. The freedom to create, trade, and build your own ecosystem. A system that is almost like a small universe exists in the universe we know.

  Why not make your own? Not just an imitation of Gr*wt*pia or M*necr*ft, but something that combines both.

  A virtual world that has freedom of development, a dynamic economy, and a system that evolves with its pyers; or at least, just myself and a computer bot.

  A project that serves no purpose other than to occupy my free time. But perhaps, that's what makes it interesting.

  M*necr*ft.

  A sandbox game that gives pyers complete freedom to build, explore and survive in a fantasy-themed world. Everything in the world is in the form of cubes; from resources of earth, stone, wood, to water and va. Pyers can destroy and pick up these cube blocks, reassemble them at will, and create whatever they want.

  This game has two main modes: Survival and Creative. In Survival mode, pyers must gather resources and survive attacks from monsters such as Zombies, Cre*p*r, and Skeletons; as well as manage the food and health of the pyer's avatar. In Creative mode, all resources are avaible indefinitely, allowing pyers to build unhindered.

  There are also R*dst*ne mechanics, a system that allows pyers to create simple to complex machines and automation mechanisms. R*dst*ne can be used to build automatic doors, traps, and even digital calcutors in the game.

  The main goal of many pyers is to defeat the End*r Dragon in the End dimension, which is considered the greatest challenge. As a powerful final boss, pyers are required to enrich themselves with various powerful items to defeat it.

  Roughly, I can summarize it as follows... In Ov*rworld, a pce where pyers first appear and collect basic resources such as trees and iron, as well as search for portals to enter N*th*r.

  In N*th*r, pyers search for several items that are used to create keys to the End.

  In End, pyers destroy crystals that energize the End*r Dragon before finally defeating it and completing their adventure.

  I'd never actually pyed M*necr*ft, which I knew only based on what I'd heard from a bunch of my gaming addict friends. I knew that it gave tremendous freedom in world building, but I was never interested in actually trying it out. I was more familiar with the concept than the game itself.

  Unlike M*necr*ft, Gr*wt*pia was something I actually pyed myself. I was attracted to it for one thing only, real money trading (RMT); where pyers could exploit the game they were pying and trade various in-game items for real money.

  Gr*wt*pia.

  A 2D multipyer sandbox game with mechanics centered on pnting, harvesting, and trading systems. Unlike M*necr*ft where pyers can directly mine or cut down trees, in Gr*wt*pia, almost all item resources come from trees pnted by pyers themselves.

  Each item has a Seed, which can be pnted and harvested for more blocks or items. Pyers can also combine two different types of seeds for Splicing, a mutation system that allows for the creation of new items.

  In addition to this farming system, the economic aspect of the game is much stronger than M*necr*ft.

  W*rld L*ck (WL) and Diam*nd L*ck (DL) and Blue G*m L*ck (BGL) are the main currencies in the game. W*rld L*ck is used to lock down worlds, preventing other pyers from taking or destroying things in them, while Diam*nd L*ck is the more valuable form of currency. This system makes Gr*wt*pia feel more like a real economy, with self-evolving trade mechanisms based on pyer supply and demand.

  By analogy, the worlds in Gr*wt*pia are just like the 3 worlds in M*necr*ft that I mentioned earlier. It's just that pyers must cim the world with an item called Lock so that it is not taken by other pyers.

  Also, each world has a code, just as each website has its own unique URL and domain.

  There are also Punch and Build mechanics. There is no eborate combat system in the game, the only way pyers physically interact with the environment is by punching to destroy blocks, and building by pcing new blocks.

  While M*necr*ft allows freedom to build with a three-dimensional world, Gr*wt*pia focuses more on the social and economic aspects within a more limited environment.

  From these two concepts, I wanted to take the best of both. I wanted a world that could be molded at will like M*necr*ft, but also had a deep economic system and social interaction like Gr*wt*pia.

  To be honest, the mechanics of both games are more complex than I described. Starting from item types and characteristics, drop rate and win rate of various situations, and then with various types of jobs and csses.

  Not for the purpose of gathering information like before, but because I was bored.

  Also, I wanted to see how far I could go in creating something that just started from a sense of nostalgia.

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