A shepherd somewhere in the pastoral hills of Greece, at the foot of fictitious Mount Lycidas, rounds up his flock as dusk approaches, only to find one sheep missing. Directing the mental paths that the shepherd's mind wanders down, the player locates the missing ewe and escorts the flock back home through a choice of rural routes. Along the way, he experiences both the everyday and extraordinary wonder of a traditional way of life, virtually unchanged from time immemorial, in harmony with nature and history. Approaching home, the reverie is jolted with allusions to a new, unwanted, way of life, imposed externally.

The game is at heart a piece of hyperfiction, consisting of text passages with highlighted links that either make choices and move the story along or trigger optional expository prose passages. It is written using Chris Klimas' Twine hyperfiction framework.


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Alternate Titles

  • "Arcadia: A Pastoral Tale" -- Tag-lined title

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Pseudo_Intellectual (60497) added Arcadia (Browser) on Jan 27, 2012