AIQS Workbook Spring 2025Main MenuFirst Landing Page and ContentsClass Exercises and Discussion Notesa landing pageSyllabus and other course materials
Group 3 - Integrating Quotation Practice
12025-02-20T20:01:04+00:00Alex Jones6b627fe6861fec9ca28b5e1176c27cc82e239f762446Alex, Chris, Justinimage_header2025-02-20T20:22:58+00:00Alex Jones6b627fe6861fec9ca28b5e1176c27cc82e239f76While often seen as simple backdrops, a good walking simulator takes advantage of its environment, and uses it to tell the story along with the games dialogue. According to Reed et al., "But the most famous and successful walking simulators are best understood as explorations not of environment, but of character. Just as the environments in first-person shooters exist to support action-packed combat, the environments in most walking sims are designed to be platforms for understanding and empathizing with characters" (129). The authors claim that although the environment gives the player not only a space to experience the game in, but also another way to explore and understand the characters and plot. The claims that the authors make are quite important, as an environment that is dull or otherwise serves no purpose to the story can cause the player to lose interest in the world the game is trying to create. In terms of "Gone Home," the games environment serves not only as a hub for storytelling, but it also creates a believable world, which helps engage the player by putting them directly in the family's conflicts.
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12025-01-23T03:17:35+00:00Kristine Kelly704347a0fb0f4b5c42bc63d040b84f065ec3a67cIntegrating Quotations Practice WorksheetKristine Kelly7Quotations from Reed, Salter, and Murray, "Gone Home? Walking Simulators and the Importance of Slow Gaming"image_header2025-02-20T20:26:59+00:00Kristine Kelly704347a0fb0f4b5c42bc63d040b84f065ec3a67c