Vanity games - The Room and I am here now, but (un)playable

How could I forget the one and only "story told without words" - The Quiet Man! And this is not a joke, it is a direct quote from its producer Kensei Fujinaga. I can hardly call it a game though, since it's just a shitty web series, but to see the next episode you need to play even shittier beat'em'up. I'd say he tried to cover terrible story by muting it, but nope - this is what he was going for since the start, yet the execution was so awful that you can't understand shit and guess what? Characters there still use words, you just can't hear them. After he got slapped for releasing something like this, he released "Answered" DLC where this shit gets it sound back, with a bravado about how deep it was of course. Surprise - the story turned out to be even worse that people thought. It would be even better if there was no video either.
 
Unfortunately for Sunset and for Tale of Tales, a short time before the release of Sunset, Lord Gaben had emerged from his slumber and enabled Steam Refunds. This absolutely fucked Tale of Tales' business model in the ass. As a team of small developers, Tale of Tales relied on grant money to pay for their game development cycle, and then they released the games on Steam hoping to lure in people who would be lured in by the presentation. Easy money. The problem is that the majority of their games can be completed in this side of ten minutes, and you've seen literally everything they have to offer. Tale of Tales' entire business model had been irrevocably destroyed by this change.
Tbf the whole Walking Sim genre was already on its way out with massive backlash due to the games being the same fucking experience over and over, though granted the costs of making them were small enough to live by the occasional suckers. But the refund policy accelerated it as most of those games don't last even 90 minutes. One of the more famous cases of that time is That Dragon, Cancer that was like 50 minutes and was refunded so much that the devs cried about it.

That game was shorter than that baby's life span.
 
Darkseed is a literal author self-insert because you play as the digitized writer himself, Mike Dawson, and he spends most of the game being an overly verbose dickhead and having comically inappropriate reactions to all the things going on around him.
Mike Dawson was the designer but he didn't write the script. He also only put his name in the design document as a placeholder/a bit of a joke, but his boss liked it and it just stuck. Plus, it saved them money to not have to hire an actor.
 
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Tbf the whole Walking Sim genre was already on its way out with massive backlash due to the games being the same fucking experience over and over, though granted the costs of making them were small enough to live by the occasional suckers. But the refund policy accelerated it as most of those games don't last even 90 minutes. One of the more famous cases of that time is That Dragon, Cancer that was like 50 minutes and was refunded so much that the devs cried about it.

That game was shorter than that baby's life span.
One of the bigger reasons Walking Simulators have the negative connotations they do is because making actual good ones takes real talent - while making a bad one takes virtually none. There's a reason that people will generally talk positively about the likes of Stanley Parable, but the graveyards are littered with far shittier games that thought they could coast on a solid premise alone.

I could wax intellectual on the subject for ages, to the point where I could probably do what I did with Extreme Meatpunks Forever and evaluate why a game doesn't work. In fact, that might entertain you guys, so here's a breakdown of why the specific walking sims I covered don't work:

The Graveyard: ....Just does not have enough here. It wants to be profound while being minimalistic, but.... it's threadbare and uninteresting. I would focus on making the goal for the grandma to find her late husband's grave and leave flowers there, and maybe reminisce on memories she had with him. You could have made this concept much deeper while staying on the basic approach, and no amount of pretending it's profound is going to make this thing such; there were ways to make this concept hit way harder.

Sunset: Sunset falls into a few traps, the most obvious of which is a complete lack of conveyance (the game explains literally nothing about the journal mechanic or time limit). But the biggest issue it has by far it shares with fellow walking sim, Everyone's Gone to the Rapture - in that the player is forced into a scenario that's fucking asinine while the actually interesting story is going on just outside your reach in an area the player has no ability to reach or interact with. This is a cardinal sin of game design unless that juxtaposition being played with is the express point. The cleanup activities are repetitive and frustrating, and there's minimal player involvement with the story until the end. The apartment slowly but steadily changing over the days with different events happening would have done a lot to save this game's premise, and had Tale of Tales actually had something to say with its story instead of paying lip service, Brote might not have been able to predict shit before it happened.

The Path: The Path is one of the only games Tale of Tales made that has vision, owing primarily to it being an environmental narrative game, and while I often make fun of it for being completely self-indulgent tripe, there is stuff worth appreciating here. While Tale of Tales did a lot of "What do you think it means" shit, it's tacitly clear that the individual vignettes seen when getting off the path are symbols for dark shit happening during adolescence and arriving at grandma's house represents the end of life. It's a very strange game, and I'd argue that of all of Tale of Tales' games, I'd say it probably actually has the most to say. TOT even did full-on livejournals for each of the characters to give you some more insight into them, which is a clever idea, even if implemented badly. The downside is that even with this, everything is ambiguous, nothing is clarified, there's fucking no actual gameplay beyond finding the items, and someone who actually goes looking for answers in this story is going to find basically none. Making the gameplay loop more engaging and giving the player actual things to find (maybe with Tale of Tales committing to some actual fucking storytelling instead of dancing around like the sugar-plum fairy singing "TELL ME WHAT IT MEANS" probably would have helped the game considerably, but it may also have undercut one of the only things that made this fucking acid suppository of a game unique.
 
Does Gone Homo Home even qualify as a walking sim? I've heard you can finish it in 10 minutes if you turn the wrong way and just the ending without even understanding what it means in context of the plot.
 
Does Gone Homo Home even qualify as a walking sim? I've heard you can finish it in 10 minutes if you turn the wrong way and just the ending without even understanding what it means in context of the plot.
It is. The joke is that you can speedrun the ending in like 4 minutes, but actually figuring out what the fuck is going on is where the actual meat of the game is. There is heart in it, as in, it was very clearly based on someone's experiences in their youth, and if you had similar experiences there's absolutely parts of it you might vibe with, but the average person isn't going to find it anywhere near as deep or engaging as a coterie of game journalists did.

The fact that it can be done the way you described is why it's considered mediocre at best. There's decent content there if you want it, but it has to hook you to get there and if it can't do that, it's somewhat failed the mission statement.
 
I pirate the game every 6 months just to see how much shittier it gets, laugh at it and then uninstall.
Thanks for that post. Absolute tragedy that game's not good, Three Body Problem : The Game is exactly the sort of thing I'd impulse buy in a sale.
Walking simulators
Semi-OT but shoutout/plug for Museum of Other Realities, which is notable for being a $20 walking sim on release that nobody refunded because it's actually fun, completely narrativeless and has 5+ hours of content (all of these facts generated a lot of salt at launch). It's the Mario 64 of walking sims and if you ever wanted to play around in the sort of VR the early 90s imagined it's very close. If you've got a headset it's absolutely worth a shot for the current price of 'free', especially in multiplayer.
 
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