AIQS Class Workbook Fall 2024 (1:00)

Group 3

Reed et. al, Salter, and Murray argue that walking simulators differ greatly from first person shooters in terms of the speed of decision making. To adapt to this idea, the authors state, 
3."Slowness is forefronted in a game of permalife: adrenaline is neither the goal nor the appeal" (129).
In a walking simulator, permalife is the lack of fatal decision-making the player undergoes in the game; this, along with the slower sped of the game, gives the player a greater sense of awareness for their influence on the digital environment around them. Without the pressure of fatal decision-making, the goal of the player orients less toward survival and more towards observation and connection to the digital world around them. 
 

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