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So these "Walking Simulators" on Steam...

kinoki

Illness is the doctor to whom we pay most heed; to kindness, to knowledge, we make promise only; pain we obey.
I prefer the genre name Walk'em'up or whump.
 

MarionCB

Member
It was definitely meant to be an insulting term for the genre. It may be starting to be reclaimed though, I don't know.

What's wrong with calling them Exploration games?

I really like them, personally.
 
I really like the genre personally. I like exploring worlds, and most video game combat is profoundly boring, so I am ok when it is minimized or removed.
 
What about "exploration," which Proteus already has as a tag along with walking simulator? The games could be "explorers" or "exploring games." Here's the first sentence in the description on Steam for The Vanishing of Ethan Carter: The Vanishing of Ethan Carter is a first-person story-driven mystery game focused on exploration and discovery.

I understand plenty of games involve exploring, but if that's one of the main tags for a game, then you'll know what the focus is on.
 

Meneses

Member
I don't consider it derogatory because it's, actually, kinda accurate in a way.

Proteus was pretty cool but I felt it was more of an experience and less of a traditional "game".
 
I can sympathize with this, but I'm not sure how to convey this information. The purpose is to inform the reader that the game is minimally interactive, with very little to do but walk around and let the story unfold.

I'm fine with coming up with a different label, but I feel almost all of them are going to seem disparaging.I feel like "minimal interactivity" would do, but maybe that's insulting too.

I like One Life Left's name for the genre, "Goin' Around Games".
 

herod

Member
I can sympathize with this, but I'm not sure how to convey this information. The purpose is to inform the reader that the game is minimally interactive, with very little to do but walk around and let the story unfold.

I'm fine with coming up with a different label, but I feel almost all of them are going to seem disparaging.I feel like "minimal interactivity" would do, but maybe that's insulting too.
The Muzak equivalent in gaming.
 

Riposte

Member
What about "exploration," which Proteus already has as a tag along with walking simulator? The games could be "explorers" or "exploring games." Here's the first sentence in the description on Steam for The Vanishing of Ethan Carter: The Vanishing of Ethan Carter is a first-person story-driven mystery game focused on exploration and discovery.

I understand plenty of games involve exploring, but if that's one of the main tags for a game, then you'll know what the focus is on.

In a wider sense, every game has exploration (e.g., explore the game's system), but in a more specific sense, most games still have exploration (e.g., reaching new areas, new scenes). What sets these "walking simulators" apart is that this exploration is only experienced though, and you can probably guess this, walking. It is a genre, but one formed in retrospect by what they aren't ("what if we took everything out of the game?").

And to answer your question, of the three games you mentioned, none of those are good. Probably some of the worst games I've played. Fucking Proteus, man lol.
 

Sober

Member
How much interactivity does it take to escape the 'walking simulator' label?

Is P.T. a walking simulator?
It often has much more to do with the subject matter of the narrative contained in the game I feel (see the reaction to Gone Home, Proteus, Dear Esther, Stanley Parable) than the fact you're simply exploring an environment in first person with fairly limited interaction.

I don't think I've ever heard anyone call P.T. a walking simulator, honestly. Someone can correct me though. Maybe because it can "hide behind" the horror genre.
 

Toxi

Banned
How much interactivity does it take to escape the 'walking simulator' label?

Is P.T. a walking simulator?
PT fits perfectly based on the other games called walking simulators.

But it's not called one because it's made by Hideo Kojima and published by Konami. Walking simulator as a disparaging term is almost always used for low budget games from low budget studios. Gone Home and PT are cut from the same cloth, but only one has tons of people crying "not a game" and "walking simulator". If PT were a budget game by some nobody instead of Kojima's teaser for the next Silent Hill, it would have had very different reactions.

The only exception I've seen is when hardcore RPG fans call Bethesda games walking simulators, which is completely different and based more on them hating everything outside the walking around.
 
I'm fine with coming up with a different label, but I feel almost all of them are going to seem disparaging.I feel like "minimal interactivity" would do, but maybe that's insulting too.

How about "story tour"?
 

Toxi

Banned
How about "story tour"?
It's not even just story, it's more the whole aesthetic experience. Just look at why people loved PT: The slow build-up to scares, the great use of sound, the lack of jump scares, the attention to detail, the way walking down a single hallway a million times feels interesting and new each time...

It's not like survival horror where the mechanics contribute heavily to the feel of danger; you are never in risk of "losing" in PT. Everything that makes PT memorable is aesthetic outside the endless hallway (which itself is only entertaining because of aesthetics).
 

RionaaM

Unconfirmed Member
What about "exploration," which Proteus already has as a tag along with walking simulator? The games could be "explorers" or "exploring games." Here's the first sentence in the description on Steam for The Vanishing of Ethan Carter: The Vanishing of Ethan Carter is a first-person story-driven mystery game focused on exploration and discovery.

I understand plenty of games involve exploring, but if that's one of the main tags for a game, then you'll know what the focus is on.
But then you have stuff like To the Moon (fantastic game!) that barely has any exploration at all, but does feature a couple of minigames and a lot of walking around and talking to different characters. I don't know, I don't really like the term "walking simulator" either because it was created in a derogatory way, but I can't think of anything else.

And yet, despite having mostly the same gameplay mechanics, many of these games manage to be different from each other. Proteus is an exquisite sensorial experience, mixing colors and sounds with the exploration of a strange island through the four seasons. Stanley Parable is a clever and hilarious deconstruction of the ideas of narrative and choice in games, while being a funny experience in itself. Gone Home is something I won't spoil, but pretty good too, and quite unique. Dear Esther... yeah, I didn't like this one and quitted after 15 minutes, but it still has its fans (it is pretty, I'll admit that).

The point is, these games feel similar and yet distinct enough not to consider them the same. Even Jazzpunk can be said to be closer to the "walking sim" genre than more traditional action/adventure titles, and I'm talking about something that includes a few FPS minigames within, so it's not like they all lack gameplay or anything. Some resemble point & click adventure games with few to no puzzles, others are more "gamey", and the main thing linking them is lack of traditional gameplay. But that doesn't mean all you do in them is walking or exploring.

How about "story tour"?
Not all of them are story-driven titles. Proteus doesn't have any story at all (as far as I understood from my single playthrough), and Stanley Parable only does in the loosest sense. Though yes, the term "narrative-driven game" sounds better than "walking simulator", even if it isn't 100% accurate.
 

sn00zer

Member
I LOVE these type of games..... nice palate cleansers in between Saints Row and Bloodborne

but but but but if they are not done well, they can be a real boring drag instead of a serene laid back experience.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
The Proteus love here confuses me. I thought it was garbage. There is literally nothing worthwhile in that game. You wander around and there's nothing to grab your interest. Nothing. At least a game like Stanley Parable has some funny dialogue. Proteus just has.....nothing. If all I wanted to do was walk around I'd go outside. Outside has better graphics.
 

CheesecakeRecipe

Stormy Grey
One of my favorite 'genres' of play, there's quite a lot there that doesn't get nearly enough credit for what they can bring to the table. There's a ton of variety in both the stories they tell and the way they approach them, and the creators are often allowed to invest significantly more time into making more interesting worlds that would otherwise just be backgrounds. I think if one is able to look past the negativity surrounding the term, there's a little something for everyone:

Dear Esther

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The story of a griefstricken man mourning the loss of his beloved Esther. Uses unreliable narration and fragmented storytelling to key the player in on the events that occurred. One of my favorite features is that the narrator has several "moods", between sorrowful and outright hallucinating, and the game randomly decides how his mood will swing as you progress. Some find his victorian purple prose to be too angsty or flowery for their taste, but it's quite fitting and refreshing as far as video game writing goes.


Proteus


An audio/visual toy with no dialog or plot to speak of. Yet, there are telltale signs of some form of life that was left behind on the island, and creatures still inhabiting whom are going about their business without the interruption of people. You're left to explore each island as you desire, moving seasons until the final moments of winter. It's a serene experience that demands nothing of you, which some don't find to their liking. But if you can let go for a while, repeat trips can be quite relaxing.

Eidolon


Society has crumbled in the upper northwestern United States, and you a survivor must dig through the rubble of cities toppled by a mysterious event and the surrounding woodlands which has slowly grown over the old signs of mankind's concrete blasphemy on Earth. The story is told through diaries, text logs, blogs, newspaper clippings, and more artifacts as you follow several characters in their final months/years before the big event occurs. Features some light survival elements, though it is fairly unobtrusive compared to other survival sims.


Ultraworld


This is one of the few even I'm not completely sold on. The locales are fairly pretty and the music can be catchy, but the overarching plot relies quite heavily on your ability to empathize with the AI who controls the world's dilemma. The abrupt ending and subsequent breakdown will either make you feel compelled to follow the AI's instructions, or laugh your way all the way to the uninstall button. I followed the AI's instructions, but I'm disappointed in how little a difference it seemed to make.

NaissanceE


One of the most oppressive and mysterious games I've played, NaissanceE is akin to walking through an Italian art film about ever-expanding Brutalist architecture. Despite the minimalist approach, the environmental design speaks volumes about what once may have been this strange places' purpose, while still never giving you any direct answers. The choice of music, the path of progression, and the gorgeous areas make this stand above many others in the "walking sim" space and, in my opinion, is one that everybody should be looking at.

FRACT OSC


FRACT OSC isn't quite as loose on the gameplay elements as other "Walking sims", and in fact, is quite heavily integrated with its musical puzzles. I stick it here though as it does have a lot in common with others in the genre. The main goal is to reactivate a giant musical computer which happens to be ingrained in the surrounding caverns. Your reward is twofold - both a more lively game world, and special features unlocked for the game's built-in Digital Audio Workstation. In a way, it's trying to teach you the basics of how to construct a dance song. A must for those who grew up watching things like Fantasia as a kid and somehow wound up with a stack of Autechre albums as an adult.

Gone Home


Gone Home takes the audio/data log trope of every game that's come out in the past 10+ years and applies it to an intimate, personal space. You're a girl who has returned home from college to find her family not there when she gets back. No biggie, right? At least until she finds evidence that the empty home isn't just because everyone felt like grabbing a bite to eat before you rolled in. How much one can appreciate Gone Home will depend on how heavy their nostalgia is for the year 1995 and if they can find themselves invested enough in the interwoven drama of the family. Sometimes, the best stories are the ones about ourselves.

Jazzpunk

Jazzpunk is another one that requires a bit more direct player involvement than most, but it all really leads to taking in the hundreds of gags in your surroundings. Jokes poking fun at modern gaming with a dose cheesy 60s spy flicks will overload your senses with their rapid-fire delivery. This one leans heavily on if your sense of humor is compatible with the game's jokes. If you enjoy anything that Mel Brooks had directed, or enjoy the finer points of the movie Airplane!, then Jazzpunk will be your guide to madness. On a related note...

Thirty Flights of Loving


Thirty Flights of Loving is an absolutely incredible experiment in telling the most amount of information as possible in the least amount of time. Your interaction with the world varies from scene to scene, but the way it compresses so much information about the world into your surroundings and actions of your supporting cast is one of the shining moments for "Walking sims" as a storytelling medium. At first I didn't understand it, but shortly after I came to look at it from a different perspective. Yes, the game's pretty much over in 15-20 minutes, but it's so crammed that you'll find yourself thinking about something the game showed you a week later and only then come to realize just how important said thing was, and you never realized it at the time.

The Moon Sliver


It's not the prettiest game around, yet I found myself almost completely forgetting about how basic the environments were thanks to the well-executed sound design and the power of the story. You awake on an island to find all the inhabitants no longer around, leaving you to discover where everyone went. The gradual introduction of elements of both human and supernatural drama make every discovery even more affecting. It must be said that for as short as the game is, it instilled a sense of dread in me moreso than many other modern horror titles.

The Vanishing of Ethan Carter


The detective life has been tough on you, but you just can't resist this one last case... a letter from a boy named Ethan Carter has drawn you to the islands where he grew up and eventually disappeared. The game's world is very realistic thanks to the devs' use of a special technique applying real world photography into a 3D space, but it still manages to feel larger than life. Your discoveries will make you question just what happened, comparing the results of his and others' actions to the tall-tales Ethan spins about them.

The Stanley Parable


An absolute must for anyone on GAF, or any gaming enthusiast site, The Stanley Parable is a no-holds-barred approach to lampooning current gaming trends and tropes we often take for granted. There is no fourth wall here. Hell, I don't know if there were even three before that one to begin with. It's a complete deconstruction of the industry, distilled into one game with a ton of options and tricks up its sleeve. And yet, the best part of it all is how it slowly unravels and lets you discover the different endings. Some of them are very obvious, with obvious Point A to Point B progression until the end, but others require thinking about what you're doing... and then doing the exact opposite. Or maybe just tilting it on its side. Get creative, Stanley! Also worth playing the demo, which is 100% original content from the original game.


...Alright, I think I've covered plenty! But like many other genres, the games vary pretty wildly from one another. So, I think it's worth exploring each one on your own instead of trying to view them as a whole. To those of us who love them all, the differences between them are as significant in the "Walking sim" genre as the differences between Counter-Strike and Call of Duty: Modern Warfare 2 in the "Shooter" genre. Dig in. Dig deep.
 

Opiate

Member
I like One Life Left's name for the genre, "Goin' Around Games".

I like this better than "story driven" because some of them aren't story driven (as mentioned later).

Seems fine to me! Again, I'm totally okay with whatever label is settled on, as long as there is a label so I can refer to these games somehow.
 

RionaaM

Unconfirmed Member
The Proteus love here confuses me. I thought it was garbage. There is literally nothing worthwhile in that game. You wander around and there's nothing to grab your interest. Nothing. At least a game like Stanley Parable has some funny dialogue. Proteus just has.....nothing. If all I wanted to do was walk around I'd go outside. Outside has better graphics.
It's not that I loved the game, it's more like I enjoyed the experience a lot, while also recognizing that there's nothing to do there but walk and swim. It's all about your senses and feelings, as pretentious as it may sound. It probably helped that I played it at night, alone, and was feeling a bit down at the moment. It was an engaging experience: the musical cues whenever I walked near the trees, the little animals running around and away from me, the passing of time and change of seasons, the rain, it simply clicked with me. I wasn't even high, I was just in the right state of mind the game required. If I had to guess, that's how synesthesia must feel.

It isn't for everyone, and it's probably not for every mood either. It's there for those who want to experience it and get something out of it, but if you expect to be entertained this isn't the game for you. It doesn't try to entertain you, it only provides the tools to do it yourself. Who knows, maybe I launch it tonight and get bored to death, unable to appreciate what I once enjoyed a lot.
 
Are any of these actually good?

I dislike the newly made genre so I won't say "No, none of them are good." however only a few of them are good at all.

A lot of them are things people made in a couple of hours, last 20 minutes and they charge a few bucks to make a quick buck.

Slightly higher effort than mobile game devs that reskin an existing game.

Also I think Dear Esther is a bit overrated as there is very little interaction. It is pretty though. At least Vanishing of Ethan Carter has something to solve.
 

Iksenpets

Banned
I like walking simulators. I know the name was originally intended as an insult, but whatever, I'm down to embrace it. I am a fan of walking simulators and proud of it, dammit.
 
Oh yeah, as for the tag itself on Steam? I don't mind it. I look at the screenshots and a video to see if it usually coincides with the tag and 99% of the time it does.

Saves me the trouble, since they aren't my thing.
 

georly

Member
These type of games are not my thing. I am not against them but I don't want to play them. It saves me some time and possibly a uninformed purchase when the game gets tagged like this.

Same, I gave them a fair shake, forced myself to complete a handful of them (proteus, gone home, stanley parable, etc), but just walking around with no other game mechanic isn't for me. If I want a passive storytelling experience, I'll watch a movie or read a book. I play game for the mechanics and to solve problems and puzzles.

Absolutely nothing wrong with the genre, and I understand the appeal, but I'm glad they have a tag so that I know not to buy them, because they are not for me, personally. The tag is intended to be derogatory and dismissive of the games, so I can understand why people would be upset with the tag. If we can figure out a less dismissive tag that still informs me that there are no game mechanics other than walking and occasionally pressing 'E' to do something, then i'll know the game isn't for me and I can move on and no one can be offended.

Next time someone says that one of them is really good, i'll watch a youtube playthrough.

These games are not for me but maybe if it goes VR

I can totally see the VR appeal for these, but I also think it'll be fleeting once deeper games come out that offer a similar immersion and storytelling feel with more gameplay layered on top (like actually interacting with the environment you're walking through).
 

Werewolf Jones

Gold Member
Dear Esther is a really enjoying 60 minute experience. The whole cavern area was very fun.

Gone Home despite all the mixed views on it I thought was enjoyable too there's some things in it though and you'd never be able to figure out without putting either hours into it though or a youtube guide.
 
Thanks OP! I always thought Extra-Credits' term for these games 'non-games' was pretty crappy, but Walking Simulator makes sense. I can see the genre title as mocking in a certain respect. Lets get real here, they're friggen Walking Simulators. Not to say they don't have merit. Some of them can have rather deep stories that regular games are unable to tell like Dear Esther or Stanley Parable.

I don't particularly care for them.
 

cyba89

Member
Ethan Carter is considered a walking simulator? This game has puzzles and more. For me this is an adventure game.

I thought that term was reserved for games where you do nothing but walking (exploring) with no other significant gameplay element holding you back. Like Dear Esther or Stanley Parable.
Or do we call all adventures from the ego-perspective "walking simulator" now?
 

rrs

Member
I find them fun and relaxing, even if the term was made by people who think you need to a gun for it to be a game
 

CheesecakeRecipe

Stormy Grey
Ethan Carter is considered a walking simulator? This game has puzzles and more. For me this is an adventure game.

I thought that term was reserved for games where you do nothing but walking (exploring) with no other significant gameplay element holding you back. Like Dear Esther or Stanley Parable.
Or do we call all adventures from the ego-perspective "walking simulator" now?

I include a few first-person-puzzlers merely as they tend to get lumped in by bystanders and those who feel the puzzles don't 'engage' them enough. As a whole, I think the umbrella term has gotten quite large.

I think if you pay actual money for Proteus, you'll be angry.

I spent money on it for a copy of myself, several gift copies, and several bundles with copies, and I'd say I'm pretty much the opposite!

A lot of them are things people made in a couple of hours, last 20 minutes and they charge a few bucks to make a quick buck.

Slightly higher effort than mobile game devs that reskin an existing game.

Do you mind telling me which ones these are? Because I'm pretty sure none of them are done in a few hours, unless it was made for a weekend-long game jam, in which case it's quite impressive they were able to cram it together so quickly.
 
Do you mind telling me which ones these are? Because I'm pretty sure none of them are done in a few hours, unless it was made for a weekend-long game jam, in which case it's quite impressive they were able to cram it together so quickly.

My mistake, I didn't mean to say they were made in 2 hours, I meant some of them seem like they were made in 2 hours. Obviously that's hyperbole as they more than likely put more than 2 hours making any of these games.

http://store.steampowered.com/app/288880/ Ones like Pineview drive where there is interactivity but it's just trial and error with a bunch of keys opening doors. I wish I could find the one I saw recently where it was just a guy walking down a trail after a rain storm and if you click your mouse it restarts the game.

Granted, not all of these get tagged using the Walking Simulator tag. Also looking through the tag itself, it lists Archeage as a Walking Simulator so I take back what I said about the tag being used correctly mostly.
 

CheesecakeRecipe

Stormy Grey
Wow, I just hated it. Walk around doing nothing, follow something, it does nothing, do more nothing. Uninstall.

And that's fine! Tastes do differ, and others have admitted to liking some but not others. It's why I made such a massive post above, because I feel like there's a lot more to the genre that others may overlook because they did play one that didn't click with them. Nothing wrong with not liking Proteus! It just didn't make me angry that I spent money on it~

My mistake, I didn't mean to say they were made in 2 hours, I meant some of them seem like they were made in 2 hours.

http://store.steampowered.com/app/288880/ Ones like Pineview drive where there is interactivity but it's just trial and error with a bunch of keys opening doors. I wish I could find the one I saw recently where it was just a guy walking down a trail after a rain storm and if you click your mouse it restarts the game.

Granted, not all of these get tagged using the Walking Simulator tag. Also looking through the tag itself, it lists Archeage as a Walking Simulator so I take back what I said about the tag being used correctly mostly.

Ah yeah, there are some projects like Pineview Drive which are a bit lacking in understanding why they work when they do. I think though that this is more a symptom of Greenlight's openness to accepting games as a whole.
 
I love walking simulators. I love the exploration and the sense of discovery and a clear narrative. Straight and to the point. A game like 'Gone Home' also plays with expectations, it throws almost clichés at you in a way that you expect things to happen in a videogame. In fact, I think calling 'Gone Home' a walking simulator is the biggest spoiler. It lowers expectations and makes the player miss the point. Yes, nothing really happens, but the humanly aspect comes forward and it makes it real and relatable.

The Stanley Parable is genius in the way that it also takes expectations and throws it back in the player's face. It's so good. I love this type of storytelling.
 
The point is, these games feel similar and yet distinct enough not to consider them the same. Even Jazzpunk can be said to be closer to the "walking sim" genre than more traditional action/adventure titles, and I'm talking about something that includes a few FPS minigames within, so it's not like they all lack gameplay or anything. Some resemble point & click adventure games with few to no puzzles, others are more "gamey", and the main thing linking them is lack of traditional gameplay. But that doesn't mean all you do in them is walking or exploring.

Good thoughts on this, especially on the diversity of these titles. From this and the broader discussion, it seems like we're trying to tackle these questions:

1) Is there one genre that even covers many of these games? You can often argue that certain games don't belong to certain genres even though many people group them as such, and that would certainly be the case here. Yet, we like to categorize things. Makes our thought processes easier, even if lessens the meanings of what we're categorizing and by extension our ability to really understand them.

2) If we could identify a genre, what would be the name of it? For example, what is Uncharted? Adventure game? Shooter? Puzzle game? Cinematic action adventure? For the games we're talking about in this thread, what would be the first one or two words that come to mind? I though of exploration, but maybe that's not as relevant as other descriptions.

3) Speaking of which, how do we describe major characteristics of a game? The OP talked about tags in Steam. Proteus has exploration, indie, walking simulator, and relaxing as popular user tags. Are these enough to describe the game? People know what "space sim" connotes (a user tag for Elite Dangerous), but what about "walking sim"?

Cool discussion, and I agree with those that argue VR will likely change how we characterize and appreciate these exploration games. Throw a game with traditional controls on a tablet, and all of a sudden it feels very different. I think VR will do the same since it will change how the player interacts and experiences the environment.
 
Ah yeah, there are some projects like Pineview Drive which are a bit lacking in understanding why they work when they do. I think though that this is more a symptom of Greenlight's openness to accepting games as a whole.

Right, it's more of a problem with what comes out of Greenlight mostly, just that a good chunk of them happen to be poorly made versions of these types of games, sadly.
 
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