A game about the unknown, curiosity, and the act of doing nothing.
The storyline of Mori starts with its parents being very anxious towards the unknown, new things. In an attempt of creating a safe space for their child, they imprison Mori in a wooden box. Now living a life in darkness, Mori encounters shadows and other things it didn't know of. A new world to explore.
“Little boy wanderer. Trapped in a box for who-knows-how-long, this child has been protected from the dark shapes and scary sights of his world. But now the box falls open and you can wobble through the shadowy place, full of huge vegetables. Carrots and parsnips dominate the landscape, worms plod through the dirt, and those dark things move around freely, sometimes avoiding you sometimes approaching you. But never as harmful as the box suggests. What happens if you follow them around? What happens if you just rest for a moment?”
- Brendan Caldwell, Rock Paper Shotgun
Mori is a game concentrating on the idea of doing nothing like an actual action. Regardless of whether it is a conscious or unconscious decision of not being active, reacting, or initiating, it still creates a resonance in our surroundings. Most of the time, the systems of videogames don't have access to the information why you pause with your interaction. It could be a knocking on the door, the urgent need to visit a toilet, or just to daydream. Therefore most games don't bother paying attention to the missing input. And if they do, most of the time, it results in funny idle animations or a pause screen.
In this perspective, Mori is an emphasis on doing nothing, or maybe just observing, watching, or losing yourself in the dreamlike atmosphere.