5 Matching Annotations
  1. Oct 2024
    1. it provides a space for thinking and reflecting, a necessary precursor to successfully overcoming obstacles. Walking “leaves us free to think without being wholly lost in our thoughts,”

      I feel that these types of games are necessary for people of my generation because it purposefully sets up a time for people to reflect. A lot of people in my generation (including me) crave constant distraction, and these games can be a nice transitional tool to give our brains a break. By being able to reflect, I feel that the players are able to connect to the stories more.

    2. But the most famous and successful walking simulators are best understood as explorations not of environment, but of character. Just as the environments in first-person shooters exist to support action-packed combat, the environments in most walking sims are designed to be platforms for understanding and empathizing with characters.

      I feel the strong connection the player has to the character could be an opportunity for creators to effectively talk about more serious real life issues. I feel that is why many creators have used this format to tell stories about marginalized groups such as the queer community, immigrants, and mentally ill. Due to the fact these games create more room for empathy, walking games can really help reduce the stigmatization of groups that are discriminated against.

  2. Sep 2024
    1. the combination of intelligence and courage

      I felt that with Adventures with Anxiety, I had to respond to the girl (trying to keep her alive) by using my real knowledge on psychology to try to convice the girl to step away from the ledge. I did feel satisfaction when she chose to step down.

    2. As I move forward, I feel a sense of powerfulness

      Adventures with Anxiety had no way for movement, so did it feel less sense of powerful? Is this the only method to give the player feel a sense of agency?

    3. But in a narrative experience not structured as a win-lose contest the movement forward has the feeling of enacting a meaningful experience

      This comment made the game choices made in Adventures with Anxiety a lot more meaningful. The game initally followed the "win-lose contest," but when the game wanted to talk about something serious such as dealing with anxiety, got rid of the win-lose format