Quotation Exercise, quote 2
To encourage the player to connect with the character, the player is forced to face the problem head on. In reference to the walking mechanic, Reed et. al states, “The game asks the player to confront prejudice without any ability via in-game mechanics to resolve it” (130). Reed et. al emphasized the introspection that walking simulators force on the player. For example, in Gone Home, everything has already transpired. Katie can't stop Sam from leaving, Katie can't stop the homophobia that Sam faced, and Katie can't repair her parent's rocky marriage.