I do not have particularly strong opinions one way or the other about the video game sub-genre known as "walking simulators" in general. I have strong opinions about some of the games that I've played within this genre, but I would not say that I either like or that I dislike "walking simulators" as a whole genre. Some work well and are good games. Others are un-engaging or lazy and didn't particularly work for me.
For example, I hated Dear Esther and Ether One. I was immensely disappointed in Amnesia: A Machine For Pigs, after having enjoyed The Dark Descent. But on the other side of the coin, I thoroughly adore Gone Home, Firewatch, and What Remains of Edith Finch.
Patrons had early access to the full video essay.
Are "Walking Sim" games?
So what is a "walking simulator"? Well, like with most things in pop culture, the definition will vary depending on who you ask. But I think most people would agree that a "walking simulator" can be accurately described as interactive entertainment that conveys a narrative almost exclusively through the exploration of an environment and the clues provided therein. You may notice that I used the term "interactive entertainment" as oppose to "video game". I did this in order to keep this discussion's definition as non-contentious as possible. One of the criticisms of walking simulators that I specifically wish to address is the idea that they are not video games, and such critics would immediately object to the use of the term "video game" in the definition. These experiences generally lack any of the violent conflict that is present in most video games, and the mechanics rarely go beyond navigating obstacles, solving puzzles, or managing a limited inventory.
While I am perfectly content to call walking simulators "video games", there are somewhat valid arguments for why the label might not be appropriate for such entertainment products. It could be argued that they are not video games because they lack conflict; they lack a traditional win state, fail state, or any stakes at all; and they lack mechanical depth or complex systems. I personally do not accept these arguments as disqualifying walking simulators from consideration as "video games". There are plenty of universally-accepted video games that also lack one, or even all three of those criteria.
Many games have lacked violence conflict, traditional win states, or complicated system mastery. [More]
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Tags:YouTube, walking simulator, horror, politics, Dear Esther, Silent Hill: Shattered Memories, Amnesia: the Dark Descent, Amnesia: a Machine for Pigs, Layers of Fear, _Observer, Blair Witch, Soma, Gone Home, What Remains of Edith Finch, Firewatch, Outer Wilds, Death Stranding, P.T., Silent Hills, PS5, haptic feedback
I think the last few years have brought us to a bit of an inflection point for open world video games -- which I feel have been in kind of a rut for the better part of the last decade. Long-time readers of my personal blog will probably be very familiar with my complaints. The two core complaints that I've had with this particular game design paradigm are:
- That the map itself rarely feels meaningful as a game space, and instead serves primarily as a convoluted mission-select screen full of time-wasting filler content.
- That the sandboxy nature of the game design means that the world and narrative often feel stagnant (as if in a kind of "limbo").
This blog is mostly a transcript of a YouTube video that I posted.
These problems can be traced back at least to 2001's Grand Theft Auto III, which set many of the conventions of open world games for the next two decades. Companies from Ubisoft to Bethesda, and many others, would copy GTAIII's structure of going to a location on the map to trigger a mission in an aggressively linear, cinematic story, while spending free time on time-wasting filler content that did nothing to move the story forward.
Grand Theft Auto III set many of the standards
for open world games over the past 20 years.
Aside from Ubisoft's Assassin's Creed and Far Cry series, these problems have been present to varying degrees in everything from Skyrim to The Saboteur to Mad Max to Just Cause to The Amazing Spider-Man to Fallout 4 to Metal Gear Solid V, and many more. It started getting to the point that when I would see a game advertise the size of its map, I'd roll my eyes and lose interest. "Great, that's just more wasting my time walking from place to place with nothing meaningful or interesting or challenging to do."
Where you are on the map, where you're going, and how you get there was almost completely irrelevant in these games, which made the map itself (no matter how big and scenic it might be) feel mostly irrelevant. In fact, some games started introducing mechanics that let you bypass the map entirely by letting you fly, glide, or zipline to points of interest without having to engage with the space in between. In the case of Metal Gear Solid V's Afghanistan map, the roads are lined with sheer cliffs, funneling the player along linear paths from enemy outpost to enemy outpost, with practically nothing for you to do in the space between outposts. Even though the stealth action at those outposts was some of the best in the series, I couldn't help but think that Snake Eater provided a much more fulfilling experience of living within an open-ended game world.
I would roll my eyes whenever a game advertised the size of its map or hours of content.
The maps themselves weren't playspaces anymore; they were just the spaces in between towns, dungeons, and set pieces where the actual gameplay would take place. Just point in the direction of a waypoint and walk in a straight line, stopping every minute or so to pick up an umpteenth collectible, or climb an umpteenth tower, or sneak into an umpteenth enemy base and kill the umpteenth recycled mini-boss. Stop me if you've done all this before... A majority of the time with the game was just travelling around the map without any engagement in any gameplay systems or mechanics or strategies, and then playing some rote, recycled filler content to pass the time. And as the maps got bigger and bigger, the filler content just kept multiplying.
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Tags:open world, sandbox, game design, map, traversal, obstacle, travel, exploration, cartography, geography, narrative, ludonarrative, Ubisoft, Bethesda, Assassin's Creed, Assassin's Creed IV: Black Flag, Final Fantasy XV, The Legend of Zelda: Breath of the Wild, Red Dead Redemption 2, Marvel's Spider-Man, Firewatch, Miasmata, Sunset Overdrive, Death Stranding, Shadow of the Colossus, Resident Evil
I made it through the big winter game releases, my play-time with Civilization VI's first expansion has slowed down, and the lackluster Green Cities expansion means that I'm not sinking tons of time into Cities: Skylines anymore. This has left me free to finally dive into my Steam back-log once again and try to finally cross off some of the games that have been sitting there for a year or longer. Oh, sure, I have some big games that I'm still playing off and on, like Monster Hunter: World and the 2.0 update of Stellaris, and those reviews will come in time.
Firewatch was released in February 2016, and has been sitting in my Steam library since the summer sale of that same year. I was actually surprised that it had only been two years. I was half afraid that I'd find the game had been sitting around since like 2012 or something like that. Two years isn't that bad, right? I'm not too late to this party, am I?
Firewatch is a summer job to just ... get away from it all.
The life you left behind
Basically, the game is about a middle-aged man dealing with a mid-life crisis. Except that it isn't the stereotypical "mid-life crisis" in which a 40-year-old man goes out and buys a sports car to feel young and "cool" again. In this case, Henry takes a job as a fire look-out at a national park in order to escape the very real life crisis of dealing with his wife suffering from early-onset Alzheimers. He's trying to escape from the very real trauma of losing his wife, Julia. Julia is actually still alive, but the illness means that she isn't the same person, and Henry is struggling with whether he can even stand to visit her anymore, and whether she's effectively "dead to him".
Not only is he losing his wife, but he's also dealing with the guilt and grief of not ever having really given her the life that she wanted. His own selfish desires and apathy meant that they kept putting off having kids, Julia never got to live where she wanted to live and have the job that she wanted to have, and so forth. And now Henry and Julia are suddenly out of time. Not only can he not have the life with Julia that they both want, but he's not young enough to really start over either. He's stuck with the life choices that he's made, and he doesn't want to have to face that.
The game that follows is an exploration of choice, and how a person copes with the consequences of their choices.
There won't always be a "later"...
I'm in my early 30's (a good decade younger than Henry), but I'm starting to get to the age when this sort of thing really hits me hard as well. I'm not 20 years old anymore. I'm becoming very much aware of the ticking clock as well. The pressure to have children soon or accept that we never will weighs on my girlfriend an I. Fortunately, she has a child from a previous relationship, so we did both have the opportunity to raise at least one child together.
My 7-year-old proxy daughter, by the way, asked me who my character in the game is and what he looks like. I told her that he's a "kind of pudgy, balding, middle-aged man with a beard, named Henry." To which she responded, "like you?". Sigh. Yes, sweetie, just like me... [More]
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Tags:Firewatch, Steam, Campo Santa, Panic Inc., walking simulator, indie gaming, mid-life crisis, marriage, time, Alzheimers, dementia, open world, map, compass, cartography, national park, fire, forest, forest fire, nature, road trip, camping
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