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A walking simulator, shortened walking sim, is an adventure game that consists primarily of movement and environmental interaction. Walking sims sometimes include puzzle elements, and generally do not have combat mechanics or traditional win/lose scenarios. While these video game elements originated in the 1980s, the term began to be used pejoratively to refer to new games as walking simulators in the late 2000s, notably with Dear Esther . The term was eventually used less pejoratively and adopted by gamers, while still being negatively perceived by some game developers and retaining negative gameplay connotation. Other descriptors have been commonly used for games of such style, including empathy, narrative and exploration game. Such games are often a hallmark of art games, but some mainstream games have been described as having walking simulator elements.
The central elements of walking simulators are controversial due to purported lack of challenge, and discontent of such games became common in the mid-to-late 2010s among "hardcore" gamers. However, the artistic aspects and emphasis on decision-making and morality are appreciated and remain popular across other video games.
Walking sims are centered around exploration, with the player being thrown into an unfamiliar environment that ranges from mundane to fantastical. The player uncovers aspects of that environment, gaining an understanding of who inhabits it and whether or not it is hostile. Most walking sims lack aspects such as combat, strategy, or economic systems. Most are also created by indie developers, although major titles such as Death Stranding have been referred to as walking sims. [1]
Walking sims sometimes add horror game elements, giving the exploration more aspects of tension. Though most survival horror games do include combat and other actions the player can use to survive, some games like Outlast and Paratopic remove combat abilities, which leaves the player without any means to otherwise react to events. These games can be seen as walking simulators as they help to create an emotional response in their narrative by removing player agency to react to frightening events, combined with the ability to insert visual and audio cues designed to frighten the player. [1]
The name "walking simulator" has negative connotations, implying the gameplay is tedious and mundane. Critics of walking simulators contend that games must contain some kind of challenge, and walking sims would not qualify as "games" under this definition. [2] These attacks created further negative perception around walking sims. [1] The genre's emergence around the same time as Gamergate in 2014 also led to the name "walking simulator" being treated as a negative stigma. [3]
Developers including Dan Pinchbeck, who co-created Dear Esther , reject this narrow definition in favor of a more expansive and inclusive one. [2] The 'walking sim' term was later embraced by fans, going so far as to be used as a description tag on the Steam digital distribution service. It is sometimes used in an ironic manner. [4]
Whether to use the term or something else continues to be debated by developers and fans, with those in support pointing out the positive health and mental benefits of walking as a sign it does not have to be derogatory. Detractors characterize it as dismissive and condescending, relating it to other insults like "social justice warrior", although even its critics expressed a feeling of inevitability that it would continue to be used for the foreseeable future. [4] [3]
The first known walking simulator was an indie game, The Forest, developed in 1978 as an orienteering simulation by Graham Relf for the ZX Spectrum in his spare time. Intended to be based around map-making and navigational skills, it allowed the player to navigate a vast virtual forest. It eventually received a commercial release, and was praised for its originality. A 1980s science fiction successor, Explorer, took place on a forested Earth-like planet and featured 40 billion procedurally generated individual locations, randomly combining graphical components. It also had a rudimentary combat system that allowed the player to shoot arrows at ghost-like creatures, as well as a form of fast travel via teleportation. However, the game was poorly reviewed by most outlets due to its slow pace, calling it more of a tech demo than a fully-fledged video game. Both Explorer and its predecessor were therefore considered commercial failures. [5]
In 2003, [domestic], an art game developed by Mary Flanagan, reused first-person shooter environments to reconstruct a childhood memory of a fire. [6] In 2012, Dear Esther , a walking sim about exploring an unnamed island, was a breakout hit that popularized the modern incarnation of the walking simulator, receiving a large amount of positive critical acclaim. [7] Despite receiving backlash, it was seen as a radical concept. [8] It was directly followed by Gone Home in 2013, The Vanishing of Ethan Carter in 2014, and, later, Firewatch in 2016. Walking sims started to be recognized by critics, with three of the 2016 BAFTA Games Award winners being walking simulators. [7] In contrast to the metaphorical meaning of the term, the upcoming Baby Steps by Bennett Foddy has been described as a literal walking simulator in which the player must directly control the character's legs. [9]
Beginning in the 2020s, several walking simulators that made use of the liminal space aesthetic were developed, including Anemoiapolis (2023), The Exit 8 (2023) and Pools (2024) [10]
Walking simulations remain primarily a product of indie game developers. AAA studios have mostly refrained from creating walking sims, although there is a possibility that environments created for standard games could be reused without combat, as in the educational "Discovery Mode" of Assassin's Creed Origins and Odyssey . [1]
In 2017, Nicole Clark of Salon.com called walking sims "the most artful and innovative genre within video gaming", saying that it was "here to stay". [6] In 2019, Rachel Watts of PC Gamer stated that walking sims "have challenged the way in how video games are played, experienced and defined", and that some of the criticism over their mechanics has begun to shift. [7]
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published.
Dating sims, or romance simulation games, are a video game subgenre of simulation games with romantic elements. While dating sims share a similar visual presentation with visual novels, they are distinct genres. Dating sims are largely dependent on statistical calculations to drive the plot, whilst visual novels focus on telling a branching story. Nevertheless, the term "dating sim" has become a generic term for romance-driven games in the West.
A massively multiplayer online game is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.
An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres.
The following outline is provided as an overview of and topical guide to video games:
Combat flight simulators are vehicle simulation games, amateur flight simulation computer programs used to simulate military aircraft and their operations. These are distinct from dedicated flight simulators used for professional pilot and military flight training which consist of realistic physical recreations of the actual aircraft cockpit, often with a full-motion platform.
Vehicle simulation games are a genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. This includes automobiles, aircraft, watercraft, spacecraft, military vehicles, and a variety of other vehicles. The main challenge is to master driving and steering the vehicle from the perspective of the pilot or driver, with most games adding another challenge such as racing or fighting rival vehicles. Games are often divided based on realism, with some games including more realistic physics and challenges such as fuel management.
In video games, first-person is any graphical perspective rendered from the viewpoint of the player character, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being third-person, the graphical perspective from outside of any character ; some games such as interactive fiction do not belong to either format.
Social simulation games are a subgenre of life simulation game that explore social interactions between multiple artificial lives. Some examples include The Sims and Animal Crossing series.
A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys. More often, sandbox games result from these creative elements being incorporated into other genres and allowing for emergent gameplay. Sandbox games are often associated with an open world concept which gives the players freedom of movement and progression in the game's world. The term "sandbox" derives from the nature of a sandbox that lets people create nearly anything they want within it.
A space flight simulation is a genre of flight simulator video games that lets players experience space flight to varying degrees of realism. Common mechanics include space exploration, space trade and space combat.
Dear Esther is a 2012 adventure game developed and published by The Chinese Room. First released in 2008 as a free modification for the Source game engine, the game was entirely redeveloped for a commercial release in 2012. The commercial version was released for Microsoft Windows in February 2012 and OS X in May 2012; ports for PlayStation 4 and Xbox One were released by Curve Digital in September 2016.
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.
The Chinese Room is a British video game developer based in Brighton that is best known for exploration games. The company originated as a mod team for Half-Life 2, based at the University of Portsmouth in 2007, and is named after John Searle's Chinese room thought experiment. In August 2018, it became a subsidiary of Sumo Digital.
Everybody's Gone to the Rapture is a 2015 adventure video game developed by The Chinese Room and published by Sony Computer Entertainment for the PlayStation 4. The game takes place in a small English village whose inhabitants have mysteriously disappeared. It is considered a spiritual successor to Dear Esther (2012), also by The Chinese Room. It was released for PlayStation 4 on 11 August 2015 and for Windows on 14 April 2016. It received positive reviews from critics.
Metroidvania is a sub-genre of action-adventure games and/or platformers focused on guided non-linearity and utility-gated exploration and progression. The term is a portmanteau of the names of the video game series Metroid and Castlevania, based on the template from Metroid (1986), Castlevania II (1987), Super Metroid (1994), and Castlevania: Symphony of the Night (1997).
An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player abilities, allow the game to support varied and creative solutions to problems, as well as emergent gameplay beyond what has been explicitly designed by the developer. This definition is not to be confused with game systems which allow player choice in a confined sense or systems which allow players to easily escape consequences of their choices.
Mistover is a 2019 roguelike dungeon crawler role-playing video game developed and published by Krafton for Microsoft Windows, Nintendo Switch, and PlayStation 4. Mistover is set in a ravaged world recovering from a mass invasion of monstrous creatures from another realm, and its storyline follows the journey of a party of adventuring heroes who are on a quest to discover the source of the invasion. Players navigate environments from an isometric perspective with a party of procedurally generated player characters drawn from a roster of eight character classes to fight monsters and acquire loot recovered from the exploration of levels. A phenomenon known as "mist" is prevalent throughout the game world and negatively influences its characters, monsters, and items.