I know right?? Either people forget Life is Strange, either they put it in the same basket as Telltale games which are... are they walking simulator?Death Stranding gets brought up but not the Life is Strange series? *shakes head* LiS1 most definitely took inspiration from Gone Home.
I know right?? Either people forget Life is Strange, either they put it in the same basket as Telltale games which are... are they walking simulator?
I can understand why Death Stranding isn't one (it's not even debattable) but Why wouldn't Life is Strange be considered walking simulator? Because you have an inventory or choices to do?I don't think LiS, Death Stranding or Telltale games are walking simulators
I can understand why Death Stranding isn't one (it's not even debattable) but Why wouldn't Life is Strange be considered walking simulator? Because you have an inventory or choices to do?
If this were true it would actually be much closer to a genre than a mechanic.Waypoint: way off
Dennis: nailed it
A walking simulator is not a genre, it is a state of mind.
Most game mechanics, such as first-person shooters, are far more engorged with vapidity than most anything produced with walking simulator mechanics. If gameplay is the sole measure of depth, most game mechanics are vapid.Walking simulator means you walk to whatever vapid minimally-interactive exposition dump the 'auteur' wants you to stick around at from 5 to 60 minutes plus. Don't call it a game, call it 'interactive fiction.' You know, like a 'pick-a-path to-adventure' book.
Yeah i guess it's more like an adventure game, same categories as point and click adventureImo walking simulators don't have much gameplay. LiS has puzzles, talking, choices, time travelling...
Most game mechanics, such as first-person shooters, are far more engorged with vapidity than most anything produced with walking simulator mechanics. If gameplay is the sole measure of depth, most game mechanics are vapid.
It has similar narrative ties to VNs that walking sims do, but not to POC adventures so much. And mechanically it gives player much more agency than 99% AAAs out there, or indeed most walking sims as well.I haven't played Death Stranding but from what I can tell, it doesn't look at all like the other games mentioned.
So games like simulators - so walking simulators aren't simulations? Choice is itself not a terribly deep mechanic on its own. If we can agree that cinematography is a valid art form, then a walking simulator is no less deep, given it is highly guided by a creator carefully placing objects in space for purposes of inspection or introspection. A "different story every time" is nothing without meaning; to say, "well everyone shot everyone differently this time" is an extremely vapid response to a question of depth. There's no depth to such a story, and little meaning without those within it to establish a meaningful context (and I sincerely doubt most are having an introspective moment while dying in a random co-op playing Diablo III).No they're not. You have games like simulators, strategy on an operational and strategic level, CRPGs, and so on. Hell, I'd even say a 4 player coop like Vermintide or L4D is way better than these pathetic walking simulator because THE STORY IS DIFFERENT EVERY PLAYTHTOUGH. And that story isn't written by some person, it's written by the players. Fuck, lump even Total War series into inclusion Into this as well.
Fuck, I remember having more free choice with Pool of Radiance and Pirates!, two game's back into 1984-1986 or so that came on a few 5.1/4" flopies, than these walking simulators. It's a shame.
So games like simulators - so walking simulators aren't simulations? Choice is itself not a terribly deep mechanic on its own. If we can agree that cinematography is a valid art form, than a walking simulator is no less deep, given it is highly guided by a creator carefully placing objects in space for purposes of inspection or introspection. A "different story every time" is nothing without meaning; to say, "well everyone shot everyone differently this time" is an extremely vapid response to a question of depth. There's no depth to such a story, and little meaning without those within it to establish a meaningful context (and I sincerely doubt most are having an introspective moment while dying in a random co-op playing Diablo III).
To say a game mechanic is deep is likely to mistake the context for the content.
That's the main game mechanic tho, at least with barely interactive stuff like Dear Esther and Everybody's Gone To The Rapture there's not really much else to do. There's little to no item management and puzzles for them to be comparable to classic P&Cs and the narrative design is drastically different from VNs or Interactive Movies.I think calling games "walking simulators" is an insult to the developers of those games.
I think calling games "walking simulators" is an insult to the developers of those games.
I'm actually not assuming you win.You're assuming you win in player vs horde games. Losing is even more fun than winning, you can in most cases pinpoint what caused you to lose, it enjoyable and you can still improve with what you learned and forming ore in tune dynaimc. And even with that improvement, you're not guaranteed a win, but you are another story.
Walking Sims are press Up to listen to some shit before moving up through some light interaction until you trigger another 'listening to some vapid forgettable shit for another repeat,' ad nauseam. It's not a game.
Again, I'm an old asshole that grew up with games like Space Invades, PAC Man, Mario Bro's, Civ, Masters of Magic, the Microprose Sim line, and SSI. For me those were games with reprocusions to your action and a fail state based on not coddling your bad decisions. These are not.
Also, Sekiro totally deserves GoTY. Fuck easy mode.
Should anyone give a shit about your purity tests and how old school you are?You're assuming you win in player vs horde games. Losing is even more fun than winning, you can in most cases pinpoint what caused you to lose, it enjoyable and you can still improve with what you learned and forming ore in tune dynaimc. And even with that improvement, you're not guaranteed a win, but you are another story.
Walking Sims are press Up to listen to some shit before moving up through some light interaction until you trigger another 'listening to some vapid forgettable shit for another repeat,' ad nauseam. It's not a game.
Again, I'm an old asshole that grew up with games like Space Invades, PAC Man, Mario Bro's, Civ, Masters of Magic, the Microprose Sim line, and SSI. For me those were games with reprocusions to your action and a fail state based on not coddling your bad decisions. These are not.
Also, Sekiro totally deserves GoTY. Fuck easy mode.
What?? Rapture was one of my favorite walking sim in recent year. Only fault i give is the slow walk but the world, music, character and story was pretty greatThe problem I have with walking sims is the lack of player agency, not every narrative is good enough to carry the entire game on its own (hello Everybody's Gone To The Rapture) and it's pretty much turns into slog that you have no desire to ever finish. I think Firewatch is a good attempt at making a game more interactive by giving a player simple objectives to complete and not just wander around beautiful background admiring the view and reading an occasional letter to grasp the story.
Different strokes and all. It's one of the most boring narrative-driven games I've ever played.What?? Rapture was one of my favorite walking sim in recent year. Only fault i give is the slow walk but the world, music, character and story was pretty great
That's the main game mechanic tho, at least with barely interactive stuff like Dear Esther and Everybody's Gone To The Rapture there's not really much else to do. There's little to no item management and puzzles for them to be comparable to classic P&Cs and the narrative design is drastically different from VNs or Interactive Movies.
I don't think that the term is insulting on its own, it's just better suited to describe the games than simply put them under the umbrella "adventure game".
Death Stranding is a "Walking Simulator" in the same way that Microsoft Flight Simulator is a, well, Flight Simulator.
The term "Walking Simulator" definitely wasn't coined to describe actual walking simulation though... instead, it's a derogatory reductive description of adventure games with minimal/no gameplay systems besides basic movement, which definitely doesn't describe Death Stranding. So yes DS is walking simulator, but no it doesn't really fit into the "Walking Simulator" genre.
In all honesty, we need a better and less derogatory name for the walking sim genre. But I would disagree with Waypoint's take here that it's a totally new genre or that it's not well understood, it's just an adventure game subgenre. Design Doc's recent video on modern adventure games touches on them.
For me, a walking simulator is a massive, massive waste of time. It's not a 'game', it's interactive media like Dragons Lair.
I consider crap like TLoU a 'walking sim.' You take one path, the storytellers break the story they want to tell with some basic action scenes so they can call it a 'game.'
But that's just me.
I think that's the case. While I would classify both LiS and TWD as narrative heavy third person adventure games, LiS1 and Before the Storm have strands of DNA from the Gone Home style of walking sim. I would say that is most evident when you are exploring homes and other lived in environments.I know right?? Either people forget Life is Strange, either they put it in the same basket as Telltale games which are... are they walking simulator?
I think this line of thinking might actually be useful more generally. I think using genre terms to create sub-genres might actually be a useful blend with mechanics. So Limbo might be a "Horror platformer" while Super Metroid would be a "Sci-fi platformer".I think that's the case. While I would classify both LiS and TWD as narrative heavy third person adventure games, LiS1 and Before the Storm have strands of DNA from the Gone Home style of walking sim. I would say that is most evident when you are exploring homes and other lived in environments.
Of course I think first person adventure game is a more apt descriptor than walking sim.
You should play Dear Esher.Different strokes and all. It's one of the most boring narrative-driven games I've ever played.
Virginia is one I have on my To Play list, alongside the Beginner's Guide and A Short Hike. Looking forward to it!Looking at that list, I've played about 85 percent of those games! Virginia should be added to the list too I think. I actually really love the genre. Dear Esther had a profound impact on me, for example. I never understand people who outright dismiss walking simulators or consider the name of the genre some sort of pejorative. Videogames are so much more than just shooting people. I love games as a storytelling medium, precisely because of their interactive nature. I look at a lot of walking simulators as works of art. Lots of them are enriching, fulfilling, and allow me to reflect on my personal life and experiences. I love them.
Should anyone give a shit about your purity tests and how old school you are?
You are like a linguist whining that people are using a word wrong, not realizing the language has left them behind.
LSD is so damn good. My friend got addicted to it for a bit, kept telling me he was going to, "figure it out"."Walking sim" has become so genericized and taken out of the hands of the alt-right shitters that loved using it that I don't sweat its usage anymore. It survives in a non-derogatory context for many, and that's enough for me to find more experiences dripping in atmosphere and voice to enjoy.
Good points made on the cross-pollination into games like Life is Strange and Amnesia: a Machine for Pigs. Love the mentions of older titles such as LSD that figure also, keep 'em coming!
Virginia is one I have on my To Play list, alongside the Beginner's Guide and A Short Hike. Looking forward to it!
I did. Isn't Dear Esther made by the same studio? The only game of theirs I liked was a sequel to Amnesia.You should play Dear Esher.
Even Gone Home i thought was highly overrated
Dear Esther, Machine for Pigs, and Everybody's Gone to the Rapture were the Chinese Room (Brits).I did. Isn't Dear Esther made by the same studio? The only game of theirs I liked was a sequel to Amnesia.
Gone Home is much more involved imo, and the atmosphere is (in)appropriately creepy, which is a plus in my book.
I know. I didn't say it was Chinese Room who developed Gone Home, just compared it to Everybody's Gone To The Rapture and why I prefer Gone Home to it.Dear Esther, Machine for Pigs, and Everybody's Gone to the Rapture were the Chinese Room (Brits).
Gone Home and Tacoma was Fullbright (Americanos), with a lot of ex-Irrational devs who worked on Bioshock 2 and the Minerva's Den story DLC.
Fair enough, misunderstood. I played and really dug Dear Esther, but haven't checked out EGTTR. It came to PC eventually, didn't it?I know. I didn't say it was Chinese Room who developed Gone Home, just compared it to Everybody's Gone To The Rapture and why I prefer Gone Home to it.
It's on Steam, yeah. They haven't discounted it for ages though and the base price is pretty high (2.5 Firewatches).Fair enough, misunderstood. I played and really dug Dear Esther, but haven't checked out EGTTR. It came to PC eventually, didn't it?