5 Matching Annotations
  1. Oct 2024
    1. To call something a “walking simulator” became not just a complaint about pacing but an existential fight for survival, spiraling to include larger and larger questions of who gets to be a gamer and what should be “counted” as a game (Chess and Shaw 2015). Real games are difficult, goes this argument: you can die in them; you can take “real” actions (i.e., shooting and loot collecting, not walking or investigating). Real game heroes are powerful and effective.

      I think this belief arises from the stereotypical belief that games have to have winning situations or violence, while most walking simulators do not have winning situations or violence. I don't really agree with what people are saying about walking simulators because I believe walking simulators are games just like any other video games. As long as the player performs actions with a purpose, it can be a game.

  2. Sep 2024
    1. The Journey Story and the Pleasure of Problem Solving

      Adventures with Anxiety is a mix of both a journey story/game and a maze story/game because players get to go through a story line and incorporates real world problem solving based on the player's preferences.

    2. are related to mazes but offer additional opportunities for exercising agency.

      How are mazes and journey stories different? Could a film or game potentially be a combination of both?

    3. Computer-based journey stories

      Compared to journey films, do computer-based journey stories provide more satisfaction to our desire for agency? Or do they just provide a different type of satisfaction for our desire for agency?

    4. Journey films

      The author writes that journey stories "offer additional opportunities for exercising agency" (previous paragraph), but how do journey films or television shows allow viewers to exercise agency?