Thanks for sharing this Ivan.
If anyone is interested in this topic and wants to discuss/explore it further, I'd love to chat! I've delved into walking simulators quite extensively in my research into how/whether a sense of place can be experienced in video game environments. While my angle
on this topic is largely geographical, there are quite a few other researchers from a range of disciplinary backgrounds who study walking sims now, such as
Melissa Kagen and
Mona Bozdog. Melissa in particular wrote a very similar
article in The Guardian last year, talking about the possibilities for walking in video games. She also ran a fantastic conference a couple of years ago in Bangor called the
Wandering Games Conference, which brought together a wide range of researchers and practitioners interested in the relationships between games and different forms/ideas of walking. I know some of the other attendees are on this mailing list.
My current practice-based research is exploring the potential of this form of gameplay and storytelling in relation to location-based games (i.e. those that are played in physical environments, like Pokémon Go or Geocaching), as a means of engaging with the
processes through which places become meaningful to us.
The Joy of Walking in Games
Walking simulators are usually exploration games that focus on your experience as a player. They rely heavily on strong storytelling
to hook players in, by putting the player’s experience at the heart of the experience. Compared to general games, they are often short and sweet, but nonetheless impactful, living on in the minds of players long after they have finished.
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