A walking
simulator is a tongue-in-cheek term for a type of video game which lacks many
of the traditional aspects one might expect of the medium. There are usually no
goals or win/loss conditions, leaving the player to traverse the game world as they
see fit. The phrase is often used negatively and implies that there is
basically nothing to do in the game other than walk around.
I strongly
disagree with this negative categorization of the genre. I believe first person
exploration games can engulf people within an interactive story and it's a
feeling that can't be had from watching a film or reading a book. When the
genre is done right it can create pure magic and each unique experience makes
me dream of the endless possibilities of video games as storytelling devices.
Games like The
Chinese Room's Dear Esther (2008) and The Fullbright Company's Gone
Home (2013), helped popularise the genre of first person exploration by prioritising
atmosphere and story over conventional gameplay. The result is an immersive
experience that I believe is unparalleled anywhere else.
I love this
design philosophy as it yields so much potential for me to get creative with my
level design. I'm going to use Unreal Engine 4 to create an environment that
allows players to fully immerse and experience a non-linear story in an
interactive way.
To help focus my
art I have tried to define the genre into the following elements:
- Love of storytelling
- Appreciation of Atmosphere
- Attraction to mystery
- Willingness to immerse
- Patience
I want to utilise
these elements to create something magical. I feel that getting these basic
rules for myself down will help focus my art.
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