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File: 01087f0b983ba5f⋯.png (1.58 MB, 852x1920, 71:160, Walking_sim.png)

d658c0 No.15148741

I understand that walking simulators are the newest trend now, but I wouldn't mind if each game had something unique and fun to make it stand out, like that samurai game shown at E3. Unfortunately, all the other ones look so…samey. I don't care if you make a walking simulator as long as it's fun in some way.

What does /v/ think? Can walking sims be improved? Are there good walking simulators out there? Is it just a genre that's doomed to fail?

61ae43 No.15148760

The thing about walking sims is that it defeats the purpose of video games on an extremely basic level. Games are about interaction. If I can't interact with the world in any interesting way, why should I be playing? I could just watch a movie.

A walking simulator needs something really compelling in it to justify having the majority of game play being walking.


cdb396 No.15148764

The Witness kinda bends the Walking Sim element by having some playable destinations but still require a long stroll to get from A to B. If the puzzles had more variety I think the game could have been a bit better.

Also I really enjoyed Firewatch for the voice acting and visuals so that helped it a bit


cdb396 No.15148768


8b668e No.15151155

File: 7001dd242bce409⋯.gif (23.71 KB, 155x287, 155:287, 1464590054.gif)

>>15148760

This, just make it a damn adventure game. But let's be honest, the reason most walking sims are the way they are is because they can't be assed to think up good puzzles or alternate routes and instead just leave plot progression items for you to collect in a linear fashion with no fail state, people to talk to that trigger cutscenes, and no obstacles except unlocked doors.


61ae43 No.15151414

>>15148760

I'd also like to add: I used the word "justify", but that's not really a good word the more I think about it. Even if you've got a compelling walking simulator, lets say your story and character interactions are top notch.

Even with that, you've got to ask yourself this question: "Is my game improved by this design? Or is it harmed by this design?" Of course a gamedev should be asking himself this question constantly about everything he adds to his game. However, in this case the question is: "Is my game improved by having the majority of game play being walking?"

I'm not saying it's impossible, but I really do feel like it's way easier to make a better game by having the majority of game spent in the game be spent doing something compelling. Anything compelling that got put into the game, is it really shown in the best light when the player is interacting so little with the world? Is this amazing world you've painstakingly constructed better off when the player can't really interact with it? Or would everything be better if you just made an actual game play loop that is fun?


7e25b3 No.15151486

>>15148741

What sets video games apart from other media is that they are interactive. If you are merely experiencing a game instead of interacting with it, you are not playing a game, you're watching a movie with "pause" and "play" switched out for "w".

Walking simulators are movies, not games.




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