Contents

The Walking-Sim Canon

The twelve games that proved a corridor with nothing in it can still be level design

Contents

The name started as a sneer on a forum and stuck hard enough that the developers gave up fighting it. I have made the case that the label was always wrong and it lost, so here we are, using it. What the sneer never accounted for is that removing the verbs from a first-person game leaves the level designer holding everything. There is no combat encounter to carry the pacing, no lock to gate the act break, no failure state to generate tension. The floor plan has to do it all.

Twelve games that managed it. Roughly chronological, because the form actually developed — each of these solved a problem the previous one had left lying around.

Why it happened when it did

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The form arrived in a narrow window for unglamorous reasons. Valve’s Source engine was free to mod and had a competent first-person controller already written, so a person with an idea and no programmer could build a space and put a player in it. Steam opened to Greenlight in 2012 and stopped being a shop that only sold what publishers stocked. And middleware got good enough that four people could produce an environment that read as a real house. Take away the combat programmer, the animator and the QA department, and a game becomes affordable for a team you could fit in a car. Every entry below is downstream of that arithmetic.

The founding documents

Dear Esther (The Chinese Room, 2012). Dan Pinchbeck’s 2008 Source mod, rebuilt by Robert Briscoe into a commercial release that sold well enough to make publishers pay attention. A Hebridean island, a voice reading letters, and a randomised script — the game selects from several variants of each monologue per playthrough, so two people who finish it have read different books. The design is a single unbranching path with a cave in the middle that is the most beautiful thing in the medium at that point. Whether it is a game was the entire argument of 2012, and the argument aged worse than the island did. The interesting part is what the constraint bought: with no failure state to reset you, Briscoe could compose each vista as a fixed frame and know you would see it from roughly where he wanted. That is a level designer working with the certainty of a cinematographer, and it is why the caves still stop people dead thirteen years on.

Thirty Flights of Loving (Blendo Games, 2012). Brendon Chung’s fifteen-minute heist built on the discovery that games had never bothered to learn the jump cut. Film worked out elliptical editing by 1920; games were still walking you down every corridor ninety years later. Chung cuts mid-sentence, mid-room, mid-year, and your brain sutures it without complaint. Everything on this list that skips ahead in time owes him the technique.

Gone Home (Fullbright, 2013). A house in Oregon, June 1995, and a family who are all elsewhere. Steve Gaynor’s team came out of the BioShock 2 Minerva’s Den DLC and brought the environmental-storytelling toolkit with them, then removed the splicers. The craft is in the object economy: every item you can pick up is placed to answer a question you formed three rooms ago, and the house teaches you its own vocabulary of what is worth turning over. The horror-house misdirection in the opening act is a cheap trick that works, and the game is honest enough to abandon it once it has your attention. Fullbright’s other quiet achievement is the lighting: every room has a light switch, and the switches work, and turning on a lamp in an empty house at one in the morning is a verb the game never explains and never needs to.

The Stanley Parable (Galactic Cafe, 2013; Davey Wreden’s mod, 2011). Kevan Brighting narrates, you disobey, the narrator adapts, and the office rebuilds itself around your contempt. It is a comedy about the fact that a game’s story is a set of rails wearing a costume. The 2013 remake with William Pugh added the space the joke needed; the 2022 Ultra Deluxe edition added a second joke about sequels that lands better than it has any right to.

The ones that widened the road

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The Vanishing of Ethan Carter (The Astronauts, 2014). A Polish studio founded by former People Can Fly staff used photogrammetry — scanning real rock, real timber, real moss — to build a Wisconsin valley that still looks better than most things with ten times the budget. The game’s opening text tells you it does not hold your hand, and it means it: crime scenes must be found without a marker, and the deduction is yours to bungle.

Everybody’s Gone to the Rapture (The Chinese Room, 2015). Yaughton, a Shropshire village, summer 1984, everyone gone, light left behind. Jessica Curry’s choral score is the actual protagonist and won a BAFTA for it. The infamous design decision is the sprint, which is bound to a trigger you have to hold down and which almost nobody found — a village-sized game with a hidden run button is either an act of hostility or a thesis about English pastoral pacing, and I have never fully decided which. The Chinese Room went on to make a genuinely frightening thing on an oil rig, which is what happens when a studio spends a decade learning how people move through space.

Firewatch (Campo Santo, 2016). The Shoshone National Forest, 1989, a lookout tower and a radio. Henry and Delilah talk, and the dialogue system is the whole design: you choose lines under a timer, silence is a valid answer, and the relationship curves accordingly. Campo Santo’s real invention is the map-and-compass navigation, which asks you to orient yourself against terrain rather than a marker — the only game on this list that makes walking into a skill. Olly Moss’s colour palette did the rest.

Virginia (Variable State, 2016). A two-person British studio took Chung’s jump cut and ran a whole feature on it. No dialogue at all, ninety minutes, an FBI procedural assembled almost entirely out of edits. It is the most formally aggressive thing here and the one most likely to lose you in the first twenty minutes, which is a reasonable trade for what it proves. Lyndon Holland’s orchestral score carries the connective tissue that dialogue would have, and it won a BAFTA for doing it, which is a fair verdict on where the game’s weight sits.

The ones that perfected it

What Remains of Edith Finch (Giant Sparrow, 2017). A house in Washington state and a sequence of vignettes, each with its own control scheme, each ending in a death. The cannery chapter — a girl chopping fish while her daydream takes over half the screen, and you play both with different hands — is the best twelve minutes of design in the genre and possibly the decade. Ian Dallas’s team understood that the way to make a walking sim’s set pieces land is to give each one a mechanic that expires when the story does.

Tacoma (Fullbright, 2017). Fullbright’s follow-up put a scrub bar on the wall. You replay AR recordings of a station crew, rewinding and fast-forwarding to follow whichever conversation you missed, which turns a scene into a spatial puzzle you solve with a timeline. It sold a fraction of what Gone Home did and it is the more interesting object. Immortality would push the same scrubbing idea much further five years later with real film.

The Beginner’s Guide (Everything Unlimited, 2015). Wreden narrates a tour of a fictional friend’s unfinished games, and the tour turns out to be the crime. Ninety minutes about the ethics of interpretation, released with no marketing and no warning. It is a walking sim about walking sims, and it is unkind to everyone involved, including you.

Proteus (Ed Key and David Kanaga, 2013). An island of coloured pixels where every plant, animal and hilltop is a sound source, and moving through it composes music. No text, no objective beyond the seasons turning. It belongs here because it is the purest statement of the form’s real claim: that attention is a mechanic, and a space can be worth paying it to. Kanaga’s audio system is a genuine piece of engineering rather than an ambient bed — the music is generated from your position and heading, so walking a ridge line is playing an instrument you did not know you were holding.

The adjacent shelf

Three that are shaped differently and doing the same work. Kentucky Route Zero is point-and-click in its interface and pure atmospheric drift in its intent, released across seven years in five acts. Hypnospace Outlaw makes a fake 1999 desktop into a navigable place, which is the same trick with a mouse cursor instead of feet. Umurangi Generation gives you a camera and a small level and makes looking the verb, then puts the apocalypse in the background where you have to notice it yourself.

Where to start

Gone Home if you want to see the vocabulary invented, Firewatch if you want the most comfortable two evenings, Edith Finch if you want to understand why anyone bothered. All three run on anything and cost less than a round.

The genre’s reputation problem was always about the value-for-money maths — four hours, no replay, full price, and a comment section that had already decided. What that maths misses is that these games solved problems the rest of the medium is still fumbling. Elliptical editing. Diegetic navigation. Scene-as-timeline. Dialogue that treats silence as a choice. Every one of those techniques has since turned up in games with guns in them, and it turned up there because somebody spent a couple of years making a house you could only walk around.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.