Proceedings of DiGRA Australia 2020
© 2020 Authors & Digital Games Research Association DiGRA. Personal and educational classroom
use of this paper is allowed, commercial use requires specific permission from the author.
Mechanics & Materialities:
WORLD4 and the Effort of Looking
in Videogames
Alexander Muscat
School of Design
RMIT University
Melbourne, Australia
alexander.muscat@rmit.edu.au
EXTENDED ABSTRACT
Keywords
Practice based research, walking simulators, materiality, embodiment, mechanics
INTRODUCTION
“Looking and listening are not passive lenses through which we let the world in, but
active ways we intend toward the world." --Brendan Keogh (2018, 134)
Figure 1: Screenshot, WORLD4.
The conventional understanding of walking simulator games (also known as walkers)
is that they are mechanically minimalistic or reduced (Keogh 2015; Cross 2016),
intentionally stripping away mechanistic conventions like puzzles, obstacles, or
repetitive failure-states (Kill Screen Staff 2016; Irwin 2017) that may impede
“experiencing the narrative, with the exception of finding objects” (Clark 2017).
Some critics, advancing a broader understanding of ‘gameplay’, suggest that walker
gameplay takes place largely within the player’s own head (Bozdog, Galloway 2016;
Franklin 2015; Cross 2015), affording experiences of interpretation and self-reflection
through exploratory play (Muscat et al. 2016; Street 2016; Carbo-Mascarell 2016;