This is what I thought Canvastown was like at the time...

When I first heard about Canvastown, it was different from what everyone imagined about “building a city from scratch.” I always thought it would still use the characters from the game itself, and I’d still play as my own zoi.

I imagined: through a teleportation function like a central building, bus, or airplane, using player-published IDs (or friend IDs) and a random mechanism, my zoi would be transported to another player’s world, letting me see their house and world, and interact with the NPCs in their world.

When I left their world, I’d return to my original world, or I could bring back collectibles from that world to my own world. These collectibles would have that player’s name on them, becoming an eternal memorial (for example, if the player leaves the game, I’d still have this collectible to remember them).

If I don’t use the central system to choose teleportation, I won’t encounter other players. If I want to visit their worlds, I can use the central system to wander through their worlds :rofl:

I think this mode is much more appealing to me than the currently announced “multiplayer mode.”

(Actually, even with the mode I imagined myself, I wouldn’t want to visit other players’ worlds too much… In life simulation, I enjoy a pure single-player experience. What I really want is for single-player NPCs to deliver the effect of simulating real people, not actually meeting annoying real players :laughing: )

“Multiplayer mode” definitely won’t be my main gameplay, and I even hate it being “optional” content :laughing:

Because suppose 100 people are divided into 5 groups of 20 each. Even if only 1 group is allocated to this optional “multiplayer mode,” that leaves only 80 people working on the game itself. I hope all 100 people can contribute to the game itself :smiling_face_with_three_hearts:

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