In the last 35 years or so, digital
technology has become an ever more prominent feature of everyday life in
developed societies. The spaces in which we take part in activities for
leisure, work and social relationships are increasingly virtual: interactive environments that we can navigate, manipulate
and experience through screens, keyboards and other interfaces. Virtual spaces
are not only technologically significant but also culturally significant, affecting the way we make sense of the
world.
In an industry growing at 8.5% per year and now worth $99.6 billion in global revenue (more than books, cinema
and audio entertainment), video gaming exemplifies the rising cultural
importance of virtual worlds. The industry’s growth is coupled with
improvements in computer processing power and 3D graphics technology, which game
developers are using to craft increasingly detailed and complex virtual environments
for stimulating play experiences.
Traditionally, the environments
of video games have mostly provided a backdrop for the mechanical interactions
that the game asks you to perform - such as the precise movement of buttons and
control pads in racing and first-person shooter games. Yet for the emerging
genre of ‘walking simulator’ games, it is the active exploration of immersive virtual worlds that is at the heart of the
play experience. Developers design environments filled with intriguing and
emotionally powerful details to discover, which tell stories as you walk
through them.
The development of walking
simulators therefore represents an important moment not only in the evolution
of video games, but more widely for how virtual spaces are used and what they
mean. Because rather than serving as a platform for some other purpose, the game
environments themselves are the
purpose: to provide tangible worlds with a deep sense of place that players can imagine themselves into.
Virtual Places
Places, in geographical terms, are
spaces that we know through the meanings that we associate with them; those with
which we have some kind of subjective attachment based on our experiences.
While spaces are basic areas or
volumes with geometrical properties, spaces become places when they are filled with cultural and social reference
points. In short, they are meaningful
locations.
Traditionally in geography, the
idea of place is universal; something
that we all experience as human beings. To be conscious is to form some kind of
awareness or understanding about the world – to attach meaning to it. And as we live our lives, we develop a series
of relatively settled social and
emotional bonds with spaces through our everyday experiences in them. By
studying culture and art, it is possible to get insights into how this process
of meaning-making works, and ultimately gain a deeper understanding of places
based on real, lived experience.
Although many traditional games fail
to offer much opportunity for this kind of deeper emotional investment in their
virtual environments, what intrigued me about walking simulators was how their explorative
gameplay seemed to invite players to immerse themselves in the spirit of the
game world, treading their own path through the (hi)stories, events and
landscapes that make the world meaningful and emotionally powerful.
Yet in geography, places are usually
understood to be physical locations – not digital media made from computer
code. This follows a tradition in the humanities and social sciences where
virtual reality and physical reality are often separated from one other. The
virtual is then either celebrated as a sublime realm of innovation, creativity
and communication, or vilified as a dangerous world that is disconnected from
the social norms of ‘real life’.
So the main question I had going
into my research was this: to what extent
can the virtual worlds of walking simulator games be considered ‘places’?
What excited me about this
question was how the answer would have consequences that reach much further
than my individual study. It was important not only for understanding the
worlds of video games, but perhaps more profoundly for the concept of ‘place’
itself: what a place is, and how we can
experience the feeling of being in a
place.
To address these issues as fully
as possible, my research focused on a wide range of meaningful elements of walking simulator worlds: from the structural, systemic aspects of gameplay
(how the player can/can’t interact with the game world) to the more interpretative
aspects (player’s individual emotional reactions to the world).
Agency and Interactivity
Because video game worlds are
virtual, players are limited in the actions they are able to perform – their agency – compared to what they can do in
the physical world. However, these limited activities ultimately define the
kind of experience the player has. The ways you interact with worlds determine your relationship to them, and for
video games it is their developers who have the greatest say on what you can
and can’t do, and how the game world reacts.
In walking simulators, developers
actively avoid the numerous and complex controls of many traditional games,
apart from the basic functions of moving and looking around. There are no
scoring systems and typically no objectives for measuring your success or
progress in the game. Indeed, the ‘walking simulator’ term started as a negative
label given by some gamers, who argued that all you do is walk in the game world – there is no challenge to tackle; no skill
involved in playing. Some have questioned whether such experiences can even be
called ‘games’ at all.
But these arguments display a
narrow understanding of the kinds of interaction that games can involve. Avoiding
traditional game mechanics is a deliberate technique that designers use to
encourage players to engage thoughtfully
with the game world, freeing players’ attention from the immediate challenges of
precise button pressing, winning and losing. Instead, developers craft powerful
experiences whose stories are guided by the player’s decisions, interpretations
and emotions.
Of course, developers often still
have a particular story or emotion that they want players to experience, which
they can convey through careful design. They can control which areas of the
game world players can access at any given time (‘gating’). They can use
lighting and sound to draw players’ attention towards certain details in the
environment (‘signposting’). And most importantly, they dictate how information
and objects are placed in the game world. Like in the physical world, then, forces
of power shape the meanings that
people associate with particular locations.
The uniqueness of walking
simulator games is that this power relationship is a liberal one, based on a continued conversation between the designer
– speaking through the environment they build – and the player as they attempt
to understand the world. There is no official nor accepted version of events
because everyone’s experiences will be different depending on how they played
and interpreted the game. We each form our own personal bonds with locations in
the game world according to our individual experiences of them, in the same way
we relate to physical places.
Immersion and Believability
In video game worlds, such
experiences always take place through an avatar
– a virtual figure with characteristics that determine where a player can look, how they can move, and what actions
they can perform.
What is distinct about walking
simulators, though, is that all of these attributes are designed to immerse the
player as fully as possible in the experiential space of the world and its
characters. Nearly all walking simulators are played in first-person, as though the screen is the avatar’s eyes and the
speakers their ears; the world enveloping around you as you play. The typically
slow movement of walking helps
players to pay attention to detail, and take in the atmosphere of the
environment. And any actions you can
perform tell the player about their ability to affect the world, and the roles
and responsibilities that go with this. For example, interacting with urban
infrastructure in INFRA gives a very visceral sense of the huge scale and
importance of such systems, as well as the enormity of the task of managing
them.
Yet what I discovered from my
research was that these qualities of perspective, movement and action aren’t
enough by themselves to create powerful immersive relationships between players
and game worlds. Rather, it is their authenticity
and consistency that maintains the
player’s sense of presence – of being
in a real world.
Authenticity refers to what belongs in the world, according to its
fictional logic. If you’re setting a game in 1980s rural England, like Everybody’s Gone
to the Rapture, the objects in the world need to be from that cultural context if
all players are going to believe in it, even if this requires some research. Whereas
consistency is about maintaining the
aesthetics and physics of the designed world throughout the game, otherwise
players will struggle to feel like they can know
the world and become attuned to its
characteristics as a place.
In the end, both authenticity and
consistency are about the mental pictures
of the world that players form in their heads. Game worlds don’t have to be
realistic for players to have
meaningful experiences in them – they just need to be coherent and believable;
as though the world could exist.
Unfortunately, during play there
are plenty of things that can disrupt the mental image of the world that
players form. Technical glitches can affect the appearance of the environment,
or prevent players from interacting with it altogether. Other times players may
simply struggle to believe in the story they are being told.
In many cases, problems can be
fixed before and after the game is published, based on testing and player
feedback. It is an ongoing process of fine-tuning the game world that balances
the capabilities of the technology and our perception of virtual worlds as
human beings.
But ultimately what video games
demonstrate is that immersion and believability in virtual worlds are
uncertain, fragile achievements that rely on a number of human and technical
factors that are both prone to error. During play, video games worlds can
easily feel like believable places one moment and malfunctioning technology the
next.
Navigation and Narrative
Of course, video games are often
engaging not just because you feel like you’re inside a believable world, but for the powerful experiences you
have in that world during play. In
walking simulators, where play is based on exploration,
game developers aim to create worlds that are interesting for precisely that
purpose: with emotionally powerful and thought-provoking features to discover
throughout.
How developers arrange their virtual environments is
therefore an important factor in the relationships players form with game worlds.
Developers of walking simulators typically aim to heighten the wonder of
exploring by crafting deep worlds that are rich with the subtle and intimate
details of a story, strategically
placed throughout the world for players to encounter at specific locations.
In game design this principle is
called environmental storytelling. With
each new narrative detail that players uncover and piece together, they become
emotionally invested in the fate of the game world and its characters,
encouraging them to investigate further.
Gone Home is one of the clearest
and most celebrated examples of this technique. In this game, the player plays
a character who returns to their family home to find it mysteriously empty. To
understand what happened, they must untangle an intricate web of family dramas
by finding notes, objects and tape recordings left throughout the house.
The unique power of video games
for this kind of storytelling is that players can have a stake in the story
themselves, because the way they navigate
the world determines what information they discover and how they interpret the
experience. The story is interactive,
as players bring their own ideas, memories and meanings to the world to make sense
of what they find.
The result is that a more
intimate and personal relationship develops between the player and the fictional
world than if the story was told to the player directly. The job of the
developer here is actually more about leaving
room for players to fill with their
own imagination. Developers provide the stimuli in the form of interesting
landmarks, symbols, events or artefacts, and players are left make their own
path through the material according to what resonates with them.
As my friend Rosa Carbó-Mascarell
has argued, playing walking simulators is
a psychogeographical act, where the
player’s thoughts and ideas intertwine with the world as they play. Game worlds
here are performative – not fixed or
settled, but diverse and continually
remade as players write their own stories through exploration.
Emotion and Identity
To encourage people to invest
themselves so deeply in game worlds, developers need to create environments
that players feel are worth exploring in the first place. Game design for
walking simulators becomes a question of how to make players care about the world.
For this reason, developers tend
to base the design of their worlds around a core emotional experience that they
want to evoke in players, which becomes the framework for the game’s design. The
world is populated by intriguing, relatable characters, and arranged to set the
stage for dramatic or thought-provoking story events. Perhaps the most
important (yet underappreciated) technique for tugging at the heartstrings of
the player is sound. Sound has the
quality of being able to convey the mood and atmosphere of story events very
effectively, whether this is through the tone of a character’s voice, or evocative
music in games like Everybody’s Gone to the Rapture.
Layered with sound and story,
game environments become both internal
and external – visible worlds that you can navigate, but also shaped more
subtly by contours of thoughts and emotions.
Unlike any other storytelling
medium, however, in video games we do not just passively watch characters go
through the trials and tribulations that their world presents them with. The
interactivity of video games allows us to somehow take part in the story’s events. We might be asked to take on a
character’s role, controlling their actions and witnessing their consequences
for the world. Or our role could simply involve interpreting the narrative information
we encounter as we walk through the world. In both cases, we are asked to identify with the situations represented
on-screen and participate in the storytelling ourselves.
Here, we care more about the
world because we are actively involved in
producing it.
The situations players confront
in the story are often particularly emotionally powerful because the developers
have based them on real people, places or experiences from their own lives. It
is the authentic feeling behind these
events that players connect with through empathy.
However, players as individuals
will differ in their own personal interests, experiences and desires. I
occasionally found it difficult to emotionally engage with the sci-fi horror
world of SOMA, where the presence of monsters prevented me from exploring the
intriguing story of an underwater research facility as deeply as I wanted.
What all these observations show
is that walking simulators are particularly reliant on the player to make sense of the experience, at least as much as the
developers. While many traditional games have score counters and objectives for
players to measure how pleased they should feel with their experience at any
given time, in walking simulators this reward system is mostly moved inside the
player. You explore an area of the world if you
think it would be rewarding to do so. It is your interpretation of the story that matters most for the
emotional connection you develop with the game world.
The realms of walking simulator
games are not fixed places. There is no universally understood version of the
world and play events that shape it. Rather, in the words of one of my
interviewees, they are “emotionally myriad”, blurring together the identity of
the individual player and the spaces of the game world during play. In walking
simulators, you explore the cracks and crevices of the self as much as the
environment represented on-screen.
Conclusions
A lot of what I found during my
research complicates the traditional perspective of ‘place’ in geography, where
place is something universal and stable in how humans live their lives. If
places exist in video games, then they are inconsistent and fragile, depending
on a careful balance of intricate design and player imagination; working
technology and believable aesthetics. When any one of these factors breaks
down, the vision is easily disrupted.
Despite this complexity and
inconsistency, the relationships players form with video game worlds are still meaningful. The play experience is often
moving and creative, as players draw on both the emotive stimuli already in the
environment and their own imagination and interpretations, creating their own
stories and memories of the world.
Video games therefore do not
detract from, nor attempt to recreate, our relationships with the physical
world. Their virtual worlds are meaningful in
themselves.
Although video games have
distinctive qualities, they aren’t the only medium this can apply to. Think
about the times when you seem to lose yourself in the world of a novel, or
transported to another place by a piece of music. You can still feel a powerful
sense of place even if you are not physically there.
Because of these observations, I
don’t think that it is useful to focus on how the sense of place we experience in
virtual worlds is different from that
in the physical world. Given that virtual spaces are becoming an increasingly
regular feature of our everyday lives, I think the whole idea of ‘place’ needs
to evolve in line with the diverse ways that people form attachments
with spaces of all types, wherever they lie on the line between physical and
imagined.
I’m proposing that ‘place’ should
be seen less as a universal experience confined to the ‘real’ world, and more
as an event in which diverse human
practices and material technologies come together to generate meaning in a
world, whether virtual or corporeal.
The attachments we form with
locations are deeply significant in our lives, giving rise to cultures,
inspiring countless artists, and affecting how we make sense of the world. The importance
of these research findings is that they allow us to appreciate the role that
cultural products and their virtual environments – such as video games, literature,
music, and more – have in this process.
By showing how these geographical
relationships can occur in video games specifically, I hope that people can not
only appreciate what this fascinating medium has to offer for human experience,
but also recognise the value of understanding and studying the diverse cultural
practices through which we find a place in the world.
Paper boats from the iconic ending of Dear Esther |
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