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Writing my recent post about The Precursors, and how it attempts to be a dream game by coupling a free-roaming space sim with a first-person shooter/role-playing game, reminded me that I’d started a series about dream game designs over two years ago. I never got around to writing any more entries, which is too bad, because one thing I’d intended to write about is exactly what The Precursors attempts; namely, a Han Solo simulator. I touched on that a bit in my post about the game, but I wanted to clarify exactly what this dream game would be for me, and the ways in which The Precursors (and other games) succeed and fail in achieving it. Read on!