Permalife games are difficult in an entirely different way than games requiring skill or strategy, requiring players to enact the motions of continuing existence, even in the face of survival under (or complicity with) the evils of that existence. “Perhaps the walking sim’s greatest power is how it makes players recognize and consider such decisions and the way they influence gaming outcomes and environments. 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.
As walking simulators began to emerge during the high of many first-person shooting games it Introduced the idea of “permalife” which steered the focus away from death and the challenges that came with it, and instead used those struggles to focus on characters and their internal and external lives, deepening the players thinking