New on Gamefilter: Screw Your Walking Simulators
Attempting to rigorously define interactivity is about as joyous as rigorously defining the word game into your preferred pigeon hole. You might see healthy debate in this conversation. I see a black hole event horizon through which my will to live is disappearing. … A game is not about walking from A to B, but about the things that happen to the player at A and B – a panorama, a conversation, a moment of madness… The act of walking is often vital to the experience, embedding a player inside the activity in ways that a static image or short film would not.
Joel Goodwin (Electron Dance) on Secret Boxes










