Firewatch is a single-player first-person mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio.
So it’s a video game, full stop. Just say you only like mechanically focused games, a valid opinion, instead of this absurd gatekeeping where games you don’t like aren’t actually games.
Totally, dude. A hike that requires light bouldering or traversal becomes a game of ideal foot placement and clambering. If you bring a camera on a hike you end up internally rating your own pictures or hunting for opportunities. You can gamify a lot of things.
Playing Firewatch by choosing the dialogue responses that paint Henry as a certain kind of person is a game. Role-playing, if you will.
Walking sims are games.
Disagree. They use the medium of video-games, but they lack the rules based play that makes a game a game.
If you went outside for a hike, you wouldn’t tell people you were playing a game.
So it’s a video game, full stop. Just say you only like mechanically focused games, a valid opinion, instead of this absurd gatekeeping where games you don’t like aren’t actually games.
Do you think the phone book was a story?
Putting words on paper doesn’t make a story, nor does putting pixels on a screen make a game.
There’s nothing wrong with these “interactive” stories, but they’re not games because they lack gameplay.
Just because the game is narratively focused doesn’t mean it lacks gameplay.
Totally, dude. A hike that requires light bouldering or traversal becomes a game of ideal foot placement and clambering. If you bring a camera on a hike you end up internally rating your own pictures or hunting for opportunities. You can gamify a lot of things.
Playing Firewatch by choosing the dialogue responses that paint Henry as a certain kind of person is a game. Role-playing, if you will.