In the last few years, I’ve spent a lot of time considering so-called “walking simulators,” first as I dug into different definitions of games, and then, as I moved away from that, into perceptions of games and the experiences they offer. One of the games that comes up most often […]
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As we’ve talked about on the podcast, Sam and I have both been reading Katherine Isbister’s How Games Move Us, but while she’s been open chatty, I’ve been reserving my thoughts. For me, there’s a lot to wrestle with, because the book directly engages with a lot of ideas I’ve […]
Recently, as I re-read Raph Koster’s A Theory of Fun for Game Design, I kept thinking about the differences between the games Koster was using as examples and the games I’ve most often been writing about lately, the indies and the so-called walking simulators, games that often have low levels […]