Oh. I loved The Witness and think it is the best game of the past decade. It is also the furthest you can get from a walking simulator. Why do you think an artistic or philosophical disposition is needed to appreciate it? I think everyone should be able to get something out of it.IamLEAM1983 said:Thanks for the clarification. I agree, but unfortunately I don't see how core gamers could learn to accept what you're describing. We're both aware that thinking, searching, reminiscing or remembering aren't passive activities, after all. I wouldn't call an experience like Dear Esther passive, it's just heavily internalized. It does almost everything you're describing, the randomized bits of written letters standing in for thought processes or the protagonist's overall emotional state.Blood Brain Barrier said:The upshot of all this is that the experience of a "walking simulator" depends entirely on how the game is done. What it gives you to look at, think about and so on. If it does that part well, it should be a far richer experience than a RPG or shooter.
The problem is, some people would always end up looking for something more immediate, more tangible than just walking around waiting for the right memory or train of thought to jog things along. We've had decades to be conditioned to the idea of needing to run, to actively pursue a goal, to get physically involved in the proceedings or to use mechanics that simulate physical involvement - and that's something that's difficult to put aside for some gamers.
One person's introspection is another person's shallow or borderline pedantic crawl, unfortunately. A lot of what defines how a new walking sim is received by the general public is in its tone and overall artistic sense. The more high-brow, the more some people are inexplicably prone to feel like they're being talked down to.
I can sort of get the frustration, I hated The Witness. When a game exudes the impression that a specific artistic bias or personal philosophy is needed to best appraise its worth or impact, some people just default to feeling insulted. That's unfortunate, and there's still a lot of miscommunication to fix between projects with more "Arthouse" sensibilities and the general public.
Hopefully, like I told Slo, it won't involve labeling the genre only to coddle the risk-averse.
Otherwise, absolutely agreed on everything else you said. The conditioning of modern gamers is hard to undo, and not even necessary to undo. Some won't appreciate games that lack a very specific "mission", and which ask more from you than to follow narrow goals.