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Other MMOs put their content constantly at my fingertips, making me feel that leaving anything incomplete is a failure on my part. Unlike other MMOs, with all manner of amenities like fast travel and mounts and group finders, Book of Travels is distinctly inconvenient. I stopped playing MMOs because of their tendency to dominate my life and demand my presence. It'll be a deal-breaker for some players, which I understand. Even its trains and boats between certain locations run every few minutes. There's a night market you can only visit one night of the week, quest giving characters that only appear at a particular teahouse on Friday nights, and events that happen at particular times of day. The day and night cycle is tied to the server your character is on: US East and West, Europe, or Asia. One other detail to note about Book of Travels is its real time system. There's no text chat or PvP, so you'll communicate with other players purely through emotes. I've occasionally joined others to open a lockbox beside the road with our combined Mechanics skills, shared a quick wave emote while passing through a tea house, or fished side-by-side while waiting for a boat to arrive at a dock. Players in proximity to one another will have their talents pooled for feats of strength or mechanical skill but can head off solo at any point. With its server capacity of seven, other players aren't constantly present but are typically found loitering and trading in cities. I've enjoyed travelling the Braided Shore enough so far that I don't mind the lengthy early access tenure. Might and Delight plans to keep Book of Travels in early access for two years while adding new areas of the world-events, skills, features, and more-all things that it does in fact need, along with fixing various bugs.
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Importantly, Book of Travels is not one of those early access games that could have been a full release. Later in its early access journey, Might and Delight has said it wants to include an in-game notebook for freely jotting down clues, though for now I leave myself hints in the names of pins on my world map. Item descriptions may hint at their uses or who will value them highly in trade. Afterwards, the ropes hanging from shop entries or town centers become messages-potential loose ends to other tasks. Until then, the knot language of the Braided Shore is meaningless.
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Early on, a particular character gives you directions on how to find and introduce yourself to the tutor who can teach you to read. "Quests" are typically just snatches of conversations with NPCs. What Book of Travels doesn't have is a curated quest log.
