Critical Play: Sailor’s Dream


Sailor’s Dream is a game by Simogo built for iOS (iPhone, iPad, iPod touch) for those who are curious. The description from the website advertises this game as “a peaceful narrative experience, in which the only objective is to satisfy your curiosity. Explore an ocean dream world, in which time passes even when you are not there, visit forgotten islands and piece together memories.” Ultimately, Sailor’s Dream that is heavily narrative focused. The gameplay is very simple: Through navigating around a nautical environment, you uncover a story about a girl and her father. Through entering abandoned buildings in islands and choosing which paths to go through, you find your way towards memories, helping you get more pieces of the story. While there isn’t actual “walking” happening, Sailor’s Dream is a walking simulator because navigating through the environment is the key mechanic in the game.


Overall, Sailor’s Dream felt less like a game and more like a story broken apart that needs to be pieced together. I believe this game is only effective for people who are very interested in the story; in the end, I found myself obtaining the memories without actually reading them to see if there was anything else to be had in the game; there wasn’t, really. In the end, I realize this game is for an audience that I’m not a part of, an audience that can appreciate narrative and fantasy alone as a form of fun. Additionally, it’s for an audience that wants a game that helps them relax and gives them peace. A large part of the game was listening to the original soundtrack, looking at the beautiful art, and playing around with objects that don’t contribute to the objective of the game but are just there to be played with. Despite not enjoying this game, I’m not convinced I would actually change anything about it. It seems perfect for a certain type of player that’s not me. However, it was a great learning experience to play this game, as it showcased the idea that games can look like anything.

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