5 Matching Annotations
  1. Oct 2024
    1. Every walk is a chance “to assimilate the new into the known,” the fundamental precursor to that new perspective on the world that adventure games strive to induce.

      The walking sim builds a story by piecing together different details, perspectives, and inferences so the players can craft a story to match the journey that they walked. In gone home, this idea of exploring and piecing together different pieces of information to find and uncover the truth but also different perspectives and versions of the story.

    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.

      The confined and interactive environment nature of first person shooter games contradicts and mirrors the introspective and open world nature of walking simulator games. These two different perspectives develop different player approaches as with action-combat with first person shooter and empathy and understanding with walking sims. These illustrate the different natures of two game approaches as in Gone Home. The player is put and piece together and empathize and understand the situation and perspectives of the different family members and so an open world walking sim concept is best for this approach.

  2. Sep 2024
    1. In the right hands a maze story could be a melodramatic adventure with complex social subtexts

      despite the predetermined endings by the authors, a maze story could be built with many complexities and paths that still entice the player by giving more agency

    2. Maze-based stories take away the moving platform and turn the passively observant visitor into a protagonist who must find his or her own way

      giving the player spatial navigation by letting them choose their own path

    3. a story and a game pattern derives from the melding of a cognitive problem (finding the path) with an emotionally symbolic pattern (facing what is frightening and unknown).

      correlating between story and game by describing the appeal of a problem and symbolistic pattern