2 Matching Annotations
  1. Sep 2025
    1. But the slow pace and fragmented narrative invites a level of self-reflection distinctive to the walking simulator’s approach to character and story.

      In Gone Home, the narrative is not the main focus; instead, it places more emphasis upon the player's interpretation and own thoughts about the story - an approach novel to the walking simulator.

    1. the action takes us outside the immersive world instead of reinforcing our belief in it.

      Puzzles can be satisfying, but for them to be effective in enhancing the feeling of agency, they should not require a further suspension of disbelief. A game should work within the logic and rules that it's already established - such as Myst's elevator puzzle, in which it would be somewhat reasonable to have a hidden entrance; conversely, The Seventh Guest's cake puzzle is unrealistic as there is no reason to cut a cake past the game instructing the player to do so. Thus, the player feels as if they have effectively more agency in Myst than The Seventh Guest.