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Learn: The Game Designer Profession from Scratch to PRO
Learn MoreIn Akutagawa's "The Torments of Hell," the court artist Yoshihide resorts to cruel methods, torturing people in search of inspiration for his masterpiece. As a result, he creates a painting depicting a carriage on fire with his daughter inside. This act of self-sacrifice and suffering allows him to experience the torments of hell, which he then transfers to canvas. In this way, the author demonstrates how an artist can draw inspiration from the darkest moments of his life.
In Neil Gaiman's "Sandman," one of the characters kidnaps an ancient Greek muse in order to become a great writer. Similar motifs are present in The Bookwalker: Thief of Tales, an adventure game from the creators of The Final Station, which was released on June 22 and is available on Game Pass. The game immerses players in a unique world where literature and adventure intertwine, creating an unforgettable experience for fans of story-driven games.
We finished the game and discussed it with developer Oleg Sergeev. The conversation touched on topics related to the creative process, the challenges developers face, and issues of plagiarism in the gaming industry.
Finding inspiration for artists is a deeply personal and crucial process. In The Bookwalker, this search is commodified. The protagonist, who previously committed a serious crime and faced writer's block, finds himself in a situation where he must earn inspiration through less-than-legal means. This premise raises questions about morality, creativity, and the consequences artists face.
Using a unique suitcase, the hero immerses himself in the world of successful books, extracting valuable artifacts from them and delivering them to the client. The client, in turn, uses these artifacts as they see fit. For example, a potion of immortality stolen from one book ends up in another—a new and poorly written one. Artifacts in this context are elements that contribute to the success of the narrative. If such things fall into the hands of an incompetent writer, they can transform a mediocre work into something outstanding, like the ancient Greek muses inspiring creators. This process underscores the importance of quality writing and the responsibility of authors to utilize powerful literary resources.

Modern literature is faced with An interesting paradox: authors used to create unique works full of original ideas, while now there is a tendency to rework and repeat existing concepts. In a future where writers use tools like ChatGPT, we may see a world reminiscent of the dystopia described in The Bookwalker. This will be an era of templates and plagiarism, where creativity gives way to standards and automation. In this context, it is important to ask: how to preserve individuality and originality in literature when technology becomes the primary writing tool?
The authors sought to avoid borrowing ideas and concepts in their work. Although the books the player explores may resemble famous works, such as the Harry Potter series, the lead developer emphasizes that there was no intentional copying. An innovative approach to creating unique content remains a priority for the team, which makes the project original and appealing to the audience.
I strived not to rely on existing works. If our ideas ultimately overlap with what other authors have done, then that is natural. Our primary goal is to create something unique, and we are constantly moving in that direction.
The only exception was the book about the old mansion. In its original version, it resembled the plot of one of the band KiSh's songs, but has since undergone numerous changes. As a result, I doubt anyone will be able to spot the similarity.
Oleg Sergeev is the developer of The Bookwalker: Thief of Tales. He focuses on creating an engaging gaming experience that combines elements of interactive storytelling and unique gameplay. The Bookwalker: Thief of Tales invites players to immerse themselves in a world of books and stories, where every choice matters. Oleg is actively working to improve the game's mechanics and introduce innovative solutions, making the project interesting for a wide audience.

The Bookwalker is a work that, like good literature, leaves room for various interpretations. During conversations with Oleg Sergeev, he repeatedly encountered questions to which he found no clear answers. He noted that he was glad that we were able to discover deep meanings in the game that perhaps were not originally intended. This testifies to the versatility and richness of the content that The Bookwalker offers, allowing each player to find something for themselves.
The Bookwalker was developed by a small team over the course of six years. Oleg Sergeev, the author of the project, claims that he did not encounter writer's block, so he did not have to seek inspiration. He shares his opinion that the phrase "work gives birth to inspiration" It's an excellent tool for overcoming creative blockages.
Despite the developers' efforts to create a unique gaming experience, experienced players will always find familiar elements. This creates a special connection between the work and the player, who can add their own personal experiences to the story. The Bookwalker is designed so that this interaction becomes natural, adding depth and personality to the plot. This approach not only enriches the gameplay but also turns it into a unique story in which each player can find something for themselves.

It's important to note that all the books the hero finds himself in are fictional works created by their authors. They are not real literature, as one might initially assume. This approach allows for a deeper exploration of worlds created by the imagination and reveals unique opportunities for developing the plot and characters.
The opportunity to write stories for games is a key aspect of the project for me. This was the main incentive for my participation in the development. Working on the world and story for The Final Station, our studio's previous game, brought me immense pleasure. Now I have the chance to create a game with multiple worlds and storylines, something I only dreamed of.
Many readers intuitively assume that the books will be physical, but we plan to reserve this format only for possible content additions, should they appear in the future.
Oleg Sergeev is the developer of The Bookwalker: Thief of Tales. His work focuses on creating engaging gaming experiences, combining original storytelling and innovative gameplay. The Bookwalker: Thief of Tales offers players a unique opportunity to immerse themselves in a world of literature, where they can explore diverse stories and interact with characters. Oleg utilizes modern technologies and development approaches, achieving a high level of player engagement and interest. Creating such a game requires not only technical expertise but also creative thinking, making Oleg a valuable specialist in the industry.

Nikolai Dybovsky once uttered the iconic phrase: "Not a player, but a co-author." This statement perfectly captures the essence of The Bookwalker, where the player becomes a kind of critic, exploring connections and references. Parallels with various works can be seen here: from the fourth season of JoJo to Hyperion, and even Warhammer 40,000. Each new discovery immerses the player in an atmosphere reminiscent of Silent Hill 4, forcing them to consider the influence of these works on the gameplay. The Bookwalker offers a unique experience where critical thinking and creativity become key elements of interacting with the story.
In a game about borrowing, a new level of interaction arises that the developers may not have considered. This is the level of borrowing, which can be considered a meta-metagame. It opens up new opportunities for deep analysis and exploration of game mechanics, and allows players to discover hidden connections and strategies that might have previously been missed. Thus, the layer of searching for borrowed ideas becomes an important element of the gameplay and expands the horizons for creativity and strategy.
We highly recommend The Bookwalker to anyone who appreciates art and seeks inspiration. This book can be a valuable assistant in finding new ideas and creative solutions.
The Game Designer Profession from Scratch to PRO
A game designer creates the structure of a game. They think through the idea, rules, gameplay, and decide what emotions the plot will evoke in players. You'll master game design principles from scratch and learn how to work with popular engines like Unity and Unreal Engine. You'll learn how to retain player interest and monetize your games. We'll help you launch a career in the gaming industry.
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