Critical Play: Walking Simulators (Hamidou Guechtouli)

In my exploration of the game “Places,” I delved into various environments, each carefully designed to evoke distinct moods and experiences. Take “Sketch 5,” a tranquil grassland characterized by its muted tones and gentle ambiance. As I traversed this landscape, the simplicity of the mechanics became apparent, basic WASD controls for movement, mouse input for navigation, and the spacebar for jumping. These intuitive controls ensured a seamless experience, allowing players of all skill levels to effortlessly immerse themselves in the serene surroundings.

 

The deliberate color palette choice made the game’s serene atmosphere more prominent, fostering a sense of tranquility and peace. By opting for subdued hues, the designers aimed to create an environment where players could unwind and appreciate the beauty of nature without distractions. The absence of friction in movement and interaction underscored this intention, inviting players to lose themselves in the experience and explore at their own pace.

 

Transitioning to “Sketch 4,” a marshland setting, I immediately noticed the stark contrast in coloration, with vibrant daisies dotting the landscape. Despite the visual allure, the slower walking pace in this environment prompted me to resort to jumping as a means of traversal. This intentional design choice reflects a shift in atmosphere, from the serenity of the grassland to a more dynamic and engaging environment. By adjusting the movement mechanics to encourage jumping, the designers subtly guided players to interact with the environment in a playful manner, adding depth to the exploration experience.

 

Finally, my journey led me to “Place 6,” a variation of the initial grassland map with subtle alterations in terrain and color scheme. The introduction of shorter grass and a warmer color palette imbued the environment with a sense of life, while the inclusion of hills and trees added visual interest. This nuanced variation showcased the designers’ attention to detail, offering players a fresh perspective on familiar surroundings and enriching the overall gameplay experience.

 

In essence, the design decisions employed in “Places” serve to create immersive environments that not only captivate the senses but also evoke emotions and stimulate exploration. From the serene tranquility of the grassland to the dynamic allure of the marsh, each environment is meticulously crafted to engage players and invite them on a journey of discovery. By seamlessly integrating simple mechanics, controls, and various aesthetics, the designers have succeeded in crafting a gaming experience that goes past entertainment, offering players a moment of respite and reflection in a bustling digital landscape.

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