To The Moon

To the Moon is an indie Adventure RPG, about two doctors traversing through the memories of a dying man to fulfill his last wish.

Type or genre(s):

RPG, Adventure, Sci-Fi, Tragicomedy, Psychological


Windows, Mac, Linux


~4.5 hours

“How do I explain why it’s brilliant without spoiling what makes it so?”
– Eurogamer 9/10

“To the Moon is a game you must play.”
– GameSpot 8/10

“I guess the music’s kinda nice.”
– Developer’s Aunt

“It’s simple, poignant, and full of heart.”
– PC World (GamePro) 10/10

Dr. Rosalene and Dr. Watts have peculiar jobs: They give people another chance to live, all the way from the very beginning... but only in their patients' heads.

This particular story follows their attempt to fulfill the dream of an elderly man, Johnny. With each step back in time, a new fragment of Johnny's past is revealed. As the two doctors piece together the puzzled events that spanned a lifetime, they seek to find out just why the frail old man chose his dying wish to be what it is.

And Johnny's last wish is, of course... to go to the moon.

Key Features

  • A unique & non-combat story-driven experience

The rhythm of the script structure








solving mysteries

Nowadays, the electronic game gives players sensory stimulation from vision, hearing, and so on.  To the Moon, a game that can be called a work of Art.

Actually I am not going to talk too much about the content of this game right now cause I strongly recommend you all to play. It will be much less fun if I tell you the ending. It has been already move to the mobile platform.

Today what I would like to focus on is  STORYTELLING. Which is the most outstanding part of this game.


Fragment 4: Johnny and River went to the moon by rocket in their youth after revising their memories

// I intended to choose these games instead of those big games like Detroit is because I want to emphasize the story instead of the fancy visual and motions of the movie.

//Because the real Johnny's body was almost unbearable, so the image in the rocket cabin began to flicker in memory. At this time, Johnny was somewhat uneasy, while River with "social disorder" took the initiative to reach out and they went to the moon hand in hand.

//Actually no one deny To the moon is a very good story but there are quite a lot of people deny that this is a good game. The original impression is that the game with heavy plot and light play is only a word adventure game. In the game process, there are multiple options to allow players to choose which branch line to enter. Because the game is more interactive than movies and novels. If there is no play, even the trend of the plot can not be affected. The player's participation in the game is actually very much. Low. That's why many people criticize this game.

So here is the question I want to ask. Can story make a game.


A form of communication

connect mental and emotional states

What Makes a Good Human STORY

故事对你的游戏最大的益处是:一个关于人的故事是最能广泛地被受众接受的。游戏玩家群体通常被分为:休闲玩家,中核玩家,和硬核玩家。所以如果你的叙事能让人产生共鸣,那么它一定能被受众接受。当故事与美术和音乐结合、再加上互动的元素,它就会具有无比的infectious ——这就是游戏。也是建立你与玩家的一种连接。

以下是常常能在人的故事中找到的一些特点:personal relatable authentic complete spectrum 

有一个方法可以判断你写的故事是否已经足够影响人心:piss off


Focus on micro

small-scaled main cast/subject


unrelated plot

relatable theme trigger more self-inflicted themes 

Complete spectrum

variation in mood create fuller experience

Doesn't have to be biographical


how we build this connection

事实上,你与玩家之间经常会有「断连」现象存在:你想表达的独特情感,与玩家根据自身经历所理解的情感并不相同。说故事最关键的是要保持与受众间的two way process,这很难,因为你在写故事时无法听取受众的感受。
那么,how can we build this connection?


There are quite a lot of ways to that. But I would like to talk about these 3 steps.



然后讲「移情和期待」。讲故事是一个双向的过程,所以在每个故事的关键点与玩家保持同步就变得非常重要。你需要了解玩家会处于怎样的心理状态,然后对其进行回应。而对心理状态最好的回应方法是:要么reflect or subvert。


Recogenize the disconnect


Communicate and reassure


empathy & anticipation

synchronize with the players states and expectation



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