Performing walking sims: From Dear Esther to Inchcolm Project | Intellect Skip to content
1981
Volume 12, Issue 1
  • ISSN: 1757-191X
  • E-ISSN: 1757-1928

Abstract

In 2012 The Chinese Room launched , a video game that would go on to shape video game history and define a new genre: the walking simulator. Walking simulators renounce traditional game tropes and foreground walking as an aesthetic and as a dramaturgical practice, which engages the walker/player in critical acts of reading, challenging and/or performing a landscape. In October 2016, was adapted as a site-responsive, promenade performance set on the Scottish island of Inchcolm in the Firth of Forth. The resulting performance, , was then experienced alongside the game under the umbrella name . This hybrid event – multimedia (promenade performance, gameplay and musical performance) and mixed-reality (with physical, augmented and virtual components) – required the development and implementation of complex processes of remediation and adaptation. Drawing from a range of theories and practitioner reflection, this article puts forward a design framework – storywalking – which reconciled the two adaptation challenges: responding to the site and to the game.

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2020-03-01
2024-04-25
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