Games like Gone Home, What Remains of Edith Finch, Everybody’s Gone to the Rapture and Firewatch are proof of this, and their success has helped establish the genre. This idea is as valid in the digital realm as it is in the physical world. “On walks, very interesting conversations tend to surface, ideas that would never emerge sitting at a table,” he explains. De Paco is aware of the importance of walking: so much so, that he co-hosts a podcast about creativity and gaming, called Andar (To Walk), which is recorded in the street as he and his co-host, Marina González, go for a walk. “The term originated as a derogatory way to make fun of those hipster games where you don’t shoot, but it caught on,” explains Jordi de Paco, a video game developer at the production company Deconstructeam. ![]() Today, walking simulators are a genre in their own right, and Dear Esther (which started as a Half-Life 2 mod and ended up with an official version released in 2012) is one of the great examples of the genre. Time, however, has turned the joke into something quite serious. Many users sarcastically remarked that a new genre had been created: the walking simulator. ![]() The original version was about walking, dodging and killing the alternate, just about walking and listening. Instead, its modified version of Half-Life 2 offered the soliloquy of a man as he told his story to the player. ![]() The year was 2008, and a small production company decided to take a popular first-person shooter video game and remove all the shooting.
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