~/talk

Walking Around The Quest for lost Gameplay

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Compares classic gameplay (jump, shoot, change variables) with a newer strand where actions matter for what they mean not what they achieve, arguing that player agency shifts from changing systems to inhabiting relationships. Cites sales: Firewatch ~1.5M on Steam and Gone Home ~2M as proof walking experiences sell. Describes three builds: an early two-character puzzle platformer whose mechanics mirror a relationship, a Kinect puzzle prototype that fails in practice, and Last Day of June (with Stephen Wilson) — a grief-driven narrative that uses small interactions to convey emotion, not challenge, advocating meaning over mechanics within the walking simulator genre.

AI-written summary · about

  1. 0:00Introduction and background
  2. 3:09Trailer for Last Day of June
  3. 4:05What are walking simulators?
  4. 6:33Traditional gameplay and mechanics
  5. 10:22Player agency in walking simulators
  6. 12:28Challenges of storytelling in games
  7. 17:30Traditional games and narrative issues
  8. 19:35Walking simulators and meaningful choices
  9. 22:41Narrative systems beyond variables
  10. 27:10Meaning vs. achievement in games
  11. 28:55Alternative storytelling in traditional games
  12. 31:10Q&A session
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