The Wonder 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 derogatory 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 than belies the title assigned to them.

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 ‘real’ games. Since then, games like Firewatch, Edith Finch, Gone Home and The Vanishing of Ethan Carter have raised the profile and respectability of the genre amongst many ‘hardcore’ gamers but there is still a stigma attached to this genre for many.

In these games, the story is told by journeying through the world and finding elements within the world 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 throughout 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 Control, Uncharted: The Lost Legacy and Call of Cthulhu and whilst I loved those games sometimes it is great to try something more calm, cerebral and emotional.

During the first few weeks of Covid lockdown I recently revisited The Chinese Room’s ‘Everybody's Gone To The Rapture’ and it struck me again how wonderful and immersive this ‘walking simulator’ is yet also prescient. 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 silent and empty village finding orbs of light that relay events which occurred in the village, like some voyeur. It feels almost like survivor’s 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, almost like a David Mitchell or Haruki Murakami novel, which is quite an achievement.

During the weirdness that is Covid, the sight of an isolated empty English village took on a bigger significance as I had experienced it virtually first. The connection between myself and the game were even more deeply bound than when i played the game initially as I had the ludonarrative connection… something similar was happening around me. Okay, not the rapture but lockdown when streets were empty, shops were shut and people were just not around. This game, and many others like it, are examples of how an interactive narrative can deliver an emotional pay-off like no other medium.

'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, it’s a bit of a change from the norm. Along with much of the world I was inside but with video games I went on some incredible journeys.

Virginia - Video Game Review

Virginia is an interesting new piece of work by 505 Games. The story places you as a young female FBI Agent, a new recruit who is partnered with Agent Halperin to solve a missing persons case in the beautiful and sleepy town of Kingdom, Virginia. The story is deeply involving as your agent is tasked with monitoring her partner as well as dealing with the missing persons case.

As a video game this premise is an intriguing one and the game itself is difficult to categorise, as it is a walking simulator but not in a way that many gamers see as negative, it creates a compelling narrative without a word being uttered and moves at a cracking pace. There isn't the usual traipsing from place to place slowly, don't get me wrong there is a lot of walking but the game designers were intelligent enough to edit the work so that quick cuts happen often and are cinematic and effective, thus you may find yourself walking down a flight of stairs one moment and in the next you are in a car on the way to Kingdom. As a result the game comes off more as a fast-paced police procedural as you try to figure out what just happened.

Over the course of the two or so hours you follow clues and enter mysterious red doors which act almost like portals to another place, a place out of time. It would be lazy to mention Twin Peaks but the fact is that it is an obvious influence, as is The X Files and many modern cop shows with fast edits and quick pacing.
The game is visually beautiful and the art style is evocative of Thirty Flights of Loving by Brendon Chung of Blendo Games, who the creators of Virginia cite as an influence. There are moments of stark beauty and emotive moments that are scored wonderfully by the Prague Philharmonic Orchestra. For a piece of work with no words said there are moments that will stay with you for a long time.

The visual style and the lack of dialogue make for a really surreal and unsettling atmosphere. I was legitimately enthralled and surprised by the story and once the game was over I sat for a while contemplating what it all meant. The Writers Guild of Great Britain has announced the nominations for its annual Writers' Guild Awards, and one of the three games nominated with a chance of winning an award for Best Writing in a Video Game in Virginia. This is high praise indeed and hopefully will propel Virginia into the limelight so it gets the attention it so deserves. Do yourself a favour and play it... you won't regret it!

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.