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Walking simulator

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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
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that consists primarily of movement and environmental interaction. Walking sims generally do not have combat mechanics, traditional win/lose scenarios, and sometimes include puzzle elements. While these video game elements originated in the 1980s, the term began to be used pejoratively to refer to
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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
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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. Early walking sims, often developed by
672:, 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. Despite receiving backlash, it was seen as a radical concept. It was directly followed by 619:
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
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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
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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
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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.
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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
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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
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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
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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
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has the player explore their character's childhood home, seemingly suddenly abandoned by their family, to discover clues to what has happened.
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called walking sims "the most artful and innovative genre within video gaming", saying that it was "here to stay". In 2019, Rachel Watts of
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as a sign it does not have to be derogatory. Detractors characterize it as dismissive and condescending, relating it to other insults like "
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aspects such as combat, strategy, or economic systems. Most are also created by indie developers, although major titles such as
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has been described as a literal walking simulator in which the player must directly control the character's legs.
2119: 1717: 1642: 1362: 1020:"Baby Steps is a 'literal walking simulator' from Bennett Foddy that looks like QWOP-ing your way through Skyrim" 551: 283: 967: 1093: 300: 1915: 1637: 1412: 680: 437:, an example of a walking simulator, in which the player explores an abandoned office and other environments 1647: 1632: 1497: 1405: 819: 2180: 741: 735: 2185: 1939: 1739: 1579: 1504: 244: 353: 249: 2109: 2015: 1954: 1120: 1086: 729: 706: 408: 694:
winners being walking simulators. In contrast to the metaphorical meaning of the term, the upcoming
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in 2014 also led to the name "walking simulator" being treated as a negative stigma.
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in 2016. Walking sims started to be recognized by critics, with three of the 2016
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Walking simulations remain primarily a product of indie game developers.
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Beginning in the 2020s, several walking simulators that made use of the
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environments to reconstruct a childhood memory of a fire. In 2012,
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new games as walking simulators in the late 2000s, notably with
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digital distribution service. It is sometimes used in an
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visual and audio cues designed to frighten the player.
968:"This is the decade where exploration did the talking" 557:Developers including Dan Pinchbeck, who co-created 877: 813: 811: 662:, an art game developed by Mary Flanagan, reused 2172: 808: 652:and its predecessor were therefore considered 1094: 409: 849:"Why the Video-Game Culture Wars Won't Die" 842: 840: 1101: 1087: 1043: 1017: 416: 402: 603:The first known walking simulator was an 1018:Livingston, Christopher (June 8, 2023). 878:Kill Screen Staff (September 30, 2016). 837: 817: 589: 427: 991: 789:Ballou, Elizabeth (December 23, 2019). 499:have been referred to as walking sims. 14: 2173: 906:"The origins of the walking simulator" 846: 818:Campbell, Colin (September 28, 2016). 788: 648:than a fully-fledged video game. Both 1108: 1082: 992:Pickard, James (September 27, 2016). 965: 934: 903: 961: 959: 957: 930: 928: 873: 871: 847:Singal, Jesse (September 30, 2016). 784: 782: 780: 778: 966:Watts, Rachel (December 20, 2019). 935:Clark, Nicole (November 11, 2017). 904:Mason, Graeme (November 13, 2016). 24: 615:simulation by Graham Relf for the 482: 25: 2197: 1060: 1044:Breeden II, John (May 16, 2024). 954: 925: 868: 820:"The problem with 'walking sims'" 775: 1313: 1066: 42: 1037: 1011: 985: 897: 13: 1: 768: 681:The Vanishing of Ethan Carter 748: 7: 628:, took place on a forested 502:Walking sims sometimes add 487: 10: 2202: 1311: 709:were developed, including 611:, developed in 1978 as an 585: 528:female leads and featured 269:Longest-running franchises 29: 2128: 2044: 2008: 1970: 1864: 1857: 1782: 1698: 1673: 1623: 1588: 1560: 1522: 1513: 1451: 1421: 1391: 1348: 1322: 1249: 1226: 1161: 1138: 1129: 1121:List of video game genres 1116: 753:In 2017, Nicole Clark of 544:, such as in the case of 532:themes, 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Index

Exploration game
Exploration (video game)

Video games
Platforms
Arcade video game
Console game
Game console
Home console
Handheld console
Electronic game
Audio game
Electronic handheld
Online game
Browser game
Social-network game
Mobile game
PC game
Linux
Mac
Virtual reality game
Genres
Action
Shooter
Action-adventure
Adventure
Casual
Puzzle
Role-playing
Simulation

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