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).