3 Matching Annotations
  1. Last 7 days
    1. A number of traditional big-budget titles don’t demand this kind of moral engagement, which makes sense—asking a player to stop and consider the horrible things they’re doing is antithetical to moving forward” (Clark 2017). Slowness is forefronted in a game of permalife: adrenaline is neither the goal nor the appeal

      In my opinion, games typically considered walking simulators are best when they do what's described in this section. I honestly think this is the only kind of story which walking simulators excel at (stories in which the horrible truth about the main character is revealed slowly).

    2. This is why most walking sims that descend from first-person shooters have been radical reimaginings taking years to produce, not merely removing enemies but crafting whole new environments, often with custom textures, objects, music, and narration: creating not just a new focus of interaction but an entirely different kind of world to support that focus.

      This idea is important because it refutes the notion that games typically considered walking simulators are simply equivalent to action games without the enemies. Walking simulators place the emphasis of their interactive aspect on the features of the world around the player.

  2. Jan 2026
    1. Even those multiform stories that offer multiple retellings of the same event often resolve into a single “true” version—the viewpoint of the uninvolved eyewitness or the actual reality the protagonists wind up in after the alternate realities have collapsed.

      This can be related to the concept of having a single "true" ending in videogames. Often, games may have multiple endings or perspectives, but all of these only exist to serve the final goal intended by the author.