4 Matching Annotations
  1. Feb 2025
    1. Gone Home keeps the player at a distance. But the slow pace and fragmented narrative invites a level of self-reflection distinctive to the walking simulator’s approach to character and story.

      I think the fact that Katie (who the user also plays) is such an observer in this game which is extremely interesting considering the fact that she is also Sam's older sister and they seem to have a close relationship. It seems obvious that the family dynamic isn't perfect and they aren't as close to each other as one would expect, the slow pace and finding out these bits of her family's lives is so interesting, especially since this is her own family and she is also finding out all this new information while not knowing where any of her family is. I think this should be a larger component spoken about as Katie seems like such an outside character.

    2. The most visible difference between adventure games and walking sims is the removal of puzzles, although this evolution has happened across many genres of game, as radically extending play time through mental frustration fell out of fashion

      While walking games are considered as less mentally tedious because there may not be direct puzzles to solve or combat present, often times they can still spread a message and introduce an overarching theme which is not typically present in games where the soul focus is violence. For example, in "Gone Home" there are many different ideas present one of the largest ones being self-journey and self-identity where Sam decides to leave her family in order to be her true self. This kind of message may not be as present or direct in a game oriented towards violence or achieving some sort of goal.

    3. Walking simulators became the most visible examples of the tensions associated with indie gaming, which often involve limits to interactions and the removal of recognizable mechanisms of challenge and victory (Haggis 2016).

      While many people in the gaming community feel that walking simulators should not be considered real games, these are still stories that don't necessary have a win/lose component. The emphasis is on the story rather than the violence

  2. Jan 2025
    1. However, there is a drawback to the maze orientation: it moves the interactor toward a single solution, toward finding the one way out. The desire for agency in digital environments makes us impatient when our options are so limited.

      I think this section is very interesting because throughout this section, she explains how a maze-like narrative does not need to be limited and is particularly suited for a digital environment. However, there is still a drawback to this narrative as it only has "one" outcome.