Walter Benjamin’s portrait of the flâneur, the urban wanderer who walks without purpose other than keen observation through the city streets, and in whom “the joy of watching is triumphant” (1973): the connection between flâneurs and explorers of games has been noted by many games scholars (Kagen 2015; Carbo-Mascarell 2016). In games, walking connects to the adventure pillar of exploration, as well as the sense of immersive transportation and a focus on environmental storytelling: in adventure games specifically, it provides a space for thinking and reflecting, a necessary precursor to successfully overcoming obstacles.
I find this first section introducing walking’s purpose in games and specifically as the base of “walking simulators” interesting because I had always viewed walking as a waste of time. I think it was an important thing to note that some people do feel this way, which has caused many games to include a “fast pass” that can be purchased or is a complete replacement for any walking. It’s especially interesting to look at how walking or the lack thereof can affect our “fun”, agency, and a sort of challenge. If we don’t have this break time to think and reflect, then it feels like it would be a lot harder to be able to overcome any obstacles we may face. I never understood the immersive power of walking through an environment for the player, but now that I think about it, having a “fast pass” model for the game feels like it would disconnect the player from the character they’re playing as. If we don’t get to experience the character’s entire journey, are we really in full control of the character? If we aren’t, how are we going to feel like we are the character themselves?