3 Matching Annotations
  1. Sep 2026
    1. This is why most walking sims that descend from first-person shooters have been radical reimaginings taking years to produce, not merely removing enemies but crafting whole new environments, often with custom textures, objects, music, and narration: creating not just a new focus of interaction but an entirely different kind of world to support that focus.

      First-person shooter games have a landscape that represents a battlefield. This battlefield is a place where the player has to constantly look around for enemies or hiding spots, always having a heightened sense of awareness of where their character is at. However, walking simulators tend to redesign this space to a more real life perspective. It includes very small and intimate details, like how Gone Home was.

    1. Games are recreational because they offer no immediate benefit to our survival. Yet game-playing skills have always been adaptive behaviors.

      Games are a lot more beneficial then they seem. They are not only fun, but they also provide practice for real-life situations. I will use Adventures with Anxiety as another example, but that game/interactive story helps the player understand the effects of anxiety and how an individual acts on it.

    2. In the novel the cruel things that happen to the hero are often treated as instances of a specific social injustice, like the English Poor Laws, rather than as the work of a generic antagonist like a big bad wolf.

      This highlights the idea that "beating the bad guy" is not the main concept. I find this interesting because I like how Murray put into words that making the villain as a system instead of a monster, like the big bad wolf, can alter the reality of real-world issues in society.