The Beauty of 'Walking Simulators'

The term 'walking simulator' is used to describe a genre of games where a person is asked to explore a setting but there are little to no action buttons to press. As a result many gamers speak of 'Walking Simulators'  in a derogotory way claiming that they are not in fact games. It may seem like semantics but how we label the genre implies that all you do is walk from one side to the other in a guided tour fashion. However there is more to these types of games which I will discuss below.

Walking simulators have gone through a bit of a journey themselves, gaining prominence with Dear Esther and Proteus, which initiated the debate on whether they were games or not. The games did well, but some people asked for a refund from Steam, an online gaming marketplace, claiming there was nothing to do and that these were not games.

In these games Ludonarrative is told by journeying through the world and finding elements of the story rather than through traditional storytelling narrative and the players input is often minimal. However I find that they are incredible experiences that reward exploration and discovery to understand the bigger narrative. Often by finding diary entries, audio files and environmental clues you get to understand the mystery box structure of the narrative, told slowly and carefully through the game.

This genres provides immersive worlds to engage and interact with. In the same way that art has many different forms so do computer games. I recently played through The Evil Within and Wolfenstein: The New Blood and whilst I loved those games sometimes it is great to try something more cerebral and emotional. All are games and all deserve their place in the video games landscape- maybe we can reclaim the name 'walking simulator' and turn it into a positive but I prefer the term "Environmental exploration games."

For those who crave action 'walking simulators' may seem a little boring, but for people open to what a game can be and achieve everyone should experience at least one walking simulator. I have just finished playing The Chinese Rooms Everybody's Gone To The Rapture. This game is a stunning example of how an interactive narrative can deliver an emotional pay-off like no other medium.

I won't spoil it for people who haven't played it but the game sets you in an English village where some catastrophe has occurred and you are the lone survivor. You spend the 4 or so hours of the game exploring the village finding orbs of light that relay events which occurred in the village, like a voyeur. It feels almost like survivors remorse in that you hear peoples pains, anguish and worries. There are some profound moments in the game that will stick with me forever, more deeply embedded than some forms of media because I was the active agent that made these things occur. The way the narrative is presented eschews the typical linear chronological route and instead you have to piece things together, like a David Mitchell novel almost, that is quite an achievement.

'Walking simulators' are a wonderful genre of video games and they encourage us to immerse ourselves in new worlds and scenarios. They are rather passive and sometimes that is what I look for in gaming, its a bit of a change from the norm. A palate cleanser if you will.

Those Little Moments in Games

Many games nowadays are about spectacle, those amazingly honed set pieces that wouldn't look out of place in a Hollywood production. But what about those quiet more contemplative moments in games, moments that stay with you long after the end credits roll? Well I'm sure we all have them but these are some of my favourites in no particular order. If you can think of some more let me know. Oh and BTW Spoilers alert!

Red Dead Redemption- John Marston entering Mexico to that Jose Gonzales track. When I played the game the sun was slowly setting in the horizon and I had my horse at a gentle gallop to take in the beautiful scenery.

 

Superbrothers Swords and Sworcery- This game has many moments like sitting at the Moon Grotto or going to the Concert in the Woods but for me the ending as you float down the stream dead sticks out. Perhaps it would have been insincere to have the Sythian survive her wofeul erand.

 

Fallout 3- This is one of the most breathtaking moment I have ever experienced in a game. You open the vault door and with the sun blinding you, your eyes adjust to the light. Then you look out and you see the Washington Monument with huge chunks missing and the Capitol Building with part of the dome caved in- you realise just how fragile the world really is...


Assassins Creed 2- It's a-me Mario! Nuff said.

 

Ico- In a game about friendship and love the moment that most sticks with me is sitting down with Yorda. A moment of respite and peace in a hostile world.

 

Bioshock Infinite- This game upped the ante from the original Bioshock. The opening when you ascend into the sky and enter Columbia will stick with me for a long time. The scene with the candles and baptism is really spellbinding.


Journey- This game is full of moments but the ending where you die, just before reaching the mountains zenith is heartbreaking. However the journey is not over, you come back and travel the world as a spirit- this game is transcendant!

 

Brothers: A Tale of Two Sons- This game is beautiful to look at, rather like those strange Eastern Block country animations and Jim Henson's The Storyteller style art prevalent in the late 70's and early 80's in particular. The ending is a real heartwrencher, I completed this game with my cousin and we both sat there in shock and full of despair. Get the tissues ready!

 

Final Fantasy 6- The opera scene where Celes poses as the Opera singer Maria and turns in a legendary performance. At the time this blew my mind!

 

Links Awakening- The Windfish waking up is a masterpiece on the Gameboy. This is one of my favourite Zelda moments of all time!

 

Monument Valley- In Monument Valley you'll guide Ida, the silent princess, through many levels that are filled with optical illusions, mysterious Crow people and more. You are all alone in this hostile world until you befriend a totem, then he dies.... slowly... in front of your eyes. Gaaaah the feels, the feels!

 

Proteus- This whole game is beautiful and full of wonderful imagery but I particularly remember the sunsets. Magical. In the video it starts at 12 minutes)


Okami- This is one of the most beautiful and underappreciated games of all time. The art style is unique and will never age but the thing that sticks with me is the marraige of the visuals to the sound, especially when the world is in bloom.

 

Thomas Was Alone- This game has some wonderful dialogue but Level 7.9 has some of the most honest writing in gaming; "James still felt weird, but he realised that everyone else was too. They were a crew of weirdos." It's difficult to convey the humanity of this game, especially because everyone in it is a quadrilateral, but trust me, it will get to you and make you think about friendships,  relationships and your past and formative years. It's that good!


Deadly Premonition- Out of all the games this was the one that will stick with me forever due to the pure weirdness and brutality of the deaths. For those who don't know a homicidal maniac known as the 'Raincoat Killer' is murdering people ritualistically. there are many horrible deaths but this one of Becky Ames is tempered with moments of beauty as she becomes a Goddess. A twisted masterpiece that needs to be played, especially for those who are fans of Twin Peaks and David Lynch.

So these are the moments of gaming that will stick with me, not all are wonderfully cheerful but they do have a beauty to them that I like. So are there parts of a game that will stay with you?

What It Means To Be A Game.

We play them, experience them and share them but what are games? If I asked you to define the term 'game' what would you say?

The enduring definition of a game comes from Sid Meier, creator of SimCity who described games as 'a series of interesting decisions'. This works for games like Monkey Island but would this apply to games like Super Hexagon which relies purely on reflex? Another description states that games have to have rules, with clearly defined goals, success and failures states. But with experiences like Proteus or Passage this doesn't ring true either.

Proteus is a wonderful game centred around exploration... it is beautiful!

Proteus is a wonderful game centred around exploration... it is beautiful!

The definition of 'game'  has been limited and with the creative spark ignited by the indie scene, what it means to be a game seems to be more fluid. A few years ago games which unified controls and interactions and asked players to immerse themselves in the story would have not been considered games, but rather interactive stories. However in the past couple of years experiences like Gone Home, Dear Esther, To The Moon, Proteus, The Stanley Parable and the mighty Walking Dead' have garnered great attention and have demanded to be taken seriously. These games lack agency and as opposed to mechanics and dynamics there has been an emergence in aesthetics and sensation, about impression and storysense (making your own story through cues within the game).

Another exploration game but this time you do press buttons and switches... does this make it more of a game than Proteus? Some people argue that it does.

Another exploration game but this time you do press buttons and switches... does this make it more of a game than Proteus? Some people argue that it does.

Symantics plays a big part. For years games have been thought of in simple terms; a challenge with a high score or set number of levels to be completed. But as the industry develops and new genres emerge maybe it is time for a shift on what a 'game' actually is. For example films have evolved over a hundred years and now encapsulates many genres, styles and media. The same can be said for art and music so why not computer games? Maybe we'll see a change in the way the term 'game' is thought of as the industry develops... for me though be it on mobile, console or PC I love engaging with all variety of games!

Immersive Worlds Without Photorealistic Graphics- by Anjum Razaq

With E3 over and the next generation of consoles imminent, the message being trotted out is that more photo-realistic games will lead to more emotional connections between players and the onscreen characters. Christoph Hartman, boss of 2K Games said

“To dramatically change the industry to where we can insert a whole range of emotions, I feel it will only happen when we reach the point that games are photorealistic; then we will have reached an endpoint and that might be the final console."

The theory that if the computer characters looks more realistic then more emotions will be elicited from the player is a fallacy in my opinion. Humans can elicit emotions through other means. Music, art and animation can all touch us individually. Take the claymation Frankenweenie which is a beautifully created animation that shows the relationship between a young boy and his dog. When the dog dies and the boy mourns his loss it really is touching. Even though the characters portrayed in the film are not photorealistic but merely clay models, I felt more of a connection to Victor (the young boy in Frankenweenie) than any number of 80’s action hero films starring real people. In part this was due to the well crafted characterization and storytelling but it was also due to the cinematography, music and dialogue.

Frankenweenie, a beautiful film which will make many a grown man cry... including this one! 

Scott McCloud in his seminal work ‘Understanding Comics’ wrote about the ‘Power of Abstraction’. This is the idea that simplicity is great as you project yourself onto the character. To help you understand his concept look at the image below which simply outlines his idea.

Projecting ourselves according to Scott McCloud

In my opinion, photorealism in games is not important to elicit emotion; books can do it through description and illustrations, art through use of colour and composition. We don’t need the uncanny valley like Polar Express, but we need pathos and humanity like the dead colossi in Shadow of the Colossus or the mysterious figures in Journey. In my opinion there was more emotion in Toy Story 3 than in Final Fantasy: The Spirit Within because the characters were more relatable even though the Final Fantasy people looked more human!

Tom Hanks looked scary in the Polar Express, the uncanny valley strikes again!

For games great developers know that a great game begins with a great vision and the technology is only a means to achieving that vision, never an end in itself. Game technology can express a story without a game getting in the way, but through interaction games can add to a sense of involvement in the world.

Hidetaka Miyazaki, the Game Director at From Software has said that,

“The greatest tool for narrative is the world you create for it to exist in, a well designed world could tell its story in silence”.

Here are some of the worlds which I feel act as a great writing stimulus, have a look and see what you think: