Caleb Liu Critical Play – Places – Walking Simulator

Places is a walking simulator deveoped by jlv, and is stark contrast from typical high-stakes/action-packed narratives that come with most mainstream video games. It’s playable through a simple web browser for free. My central argument is the following: Places challenges the pervasive demand for constant stimulation by providing relaxation, creativity, and a deliberate slowdown in gameplay.

When I was playing Places, I felt probably the most free I’ve felt playing a video game, with maybe a single exception to minecraft. In Places, you can explore, feel, and engage with the game on your own terms. This is because there is no set objective or endpoint. Players aren’t tasked with solving missions or defeating enemies – rather, they’re invited to wander through beautifully crafted landscapes, with pretty realistic sound effects, designed to evoke different emotions and thoughts. The open ended approach allows players to derive their own meaning from the game, making each journey a personal one, shaped by the players’ choices

Modern video games often rely on a constant stream of achievements, tasks, and rewards to keep players engaged. Players removes all of these mechanics in favor of a simpler, more contemplative experience. The game’s environments are rich with detail and the player doesn’t move to fast (mimics normal walking pass). This encourages players to slow down and appreciate the virtual world around them. This shift from restless stimulation offers a refreshing change of pace and promotes peace and relaxation which isn’t found too often in other gaming experiences.

Places also gives the a player a lot of opportunity for creativity. Without structured gameplay or narrative, players can interpret and interact with the environment in unique ways.  Players can experiment with different paths and perspectives, with each choice contributing to a dynamic and evolving story told through exploration.

Compared to other walking simulators, like Dear Esther or Firewatch, Places stands out for its minimalism and lack of narrative. Firewatch combines exploration with character-driven storytelling, while Places offers a purer form of experiential gameplay where the landscape is the primary narrative element.

Places gets players to rethink what games are. It challenges the industries’ focus on complex systems and competitive gameplay, offering a space where the act of walking and observing becomes the game itself. I think one area for improvements is to add ways for the player to leave tangible impact on the environment. Some examples are knocking down a tree, digging a hole, jumping and leaving footprints. This could deepen a sense of presence and ownership in the world.

One thing I really appreciate (as a music/sound buff) was the realistic sound (ex: rustling leaves when you walk over them, footstep sounds), which made the experience much more real to me. I wore my nice headphones and found the experience almost spiritual.

As a whole, I think Places is innovative in the fact that it counters the norm of what video games (and games more broadly) should be. It is entertaining. It is relaxing. It brings me into another world. It’s definitely not a game I would choose over overcooked but I think it would provide a great break from time to time.

A quick aside I really want to score movies and video games professionally and this game would be super interesting to create a soundtrack for. I would give it a minecraft feel but with acoustic instruments since the game is meant to simulate real life.

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