Tuesday, 7 October 2025


When an insult became a genre.



The history of 'Walking Simulators' born from an insult.



Contrary to what some people believe 'Walking Simulators' didn't just emerge fully-formed in 2012 with the stand-alone release of 'Dear Esther.' The ideas behind this type of semi-interactive exploration based narrative game were set way further back that most people realise.
In fact games or non-games like this, whatever you want to call them, have been with us since the earliest days of computer gaming. Not perhaps in the fully-fledged and instantly recognisable format that we have today. But the seeds of this type of 'interactive experience' was being set long ago. And in those far-off days there wasn't really any discernible backlash, possibly because 'gaming' was so different and experimental in general back then.
Today the growth of 'video games' into a multi billion pound industry has coloured ma y peoples ideas of what a 'game' should be, to the point of some people spitting vitriol at anything that is sen as different.
The full linage of experimental or 'art' games is much larger than just 'Walking Simulators' but they can definitely be seen as a branch of these types of programs.



But lets have a Propper look at where 'Walking Simulators' really came from...

Proto‑Art Age (1982–1986)
The earliest stirrings of the genre is from early experimental programs. Often from avant‑garde or PD developers.
1982 – Alien Garden (Atari 8‑bit, C64) – proto art game, surreal flora interactions.
1983 – Lifespan (Atari 8‑bit, C64) – five surreal vignettes of human life.
1984 – Deus Ex Machina (ZX Spectrum) – multimedia art piece, the Seven Ages of Man.
1985 – Little Computer People (C64, Amiga, Apple II, ZX Spectrum) – proto life‑sim.
1986 – Eyes of the Illuminati (Atari 8‑bit) – atmospheric and symbolic interactive experiment.
No, none of these are real 'Walking Sims' but they can be seen as examples of developing the DNA. The primordial soup of walkers, if you like.


Experimental Narrative Age (1987–1998)
Games begin to explore narrative, symbolism, and free exploration, but are still generally outside the mainstream.
1987 – The Fool’s Errand (Macintosh) – tarot‑inspired symbolic wandering.
1989 – Cosmic Osmo (Mac, Amiga) – Cyan’s exploration toy, no fail states.
1995 – The Dark Eye (PC) – Poe‑inspired surreal exploration.
1995 – Eastern Mind: Tong‑Nou (Mac) – Osamu Sato’s reincarnation journey.
1995 – Chu‑Teng (Mac) – surreal sequel to Eastern Mind.
1998 – LSD: Dream Emulator (PlayStation) – randomized dreamscapes, pure wandering.
Here we are beginning to see the base-line of the walker game emerge through the years. Strange things with a walkers backbone are starting to emerge from that primordial soup!


Indie Age (2004–2009)
The rise of freeware/indie experiments that directly anticipate the walking sim label.
2004 – Yume Nikki (PC, RPG Maker) – cult dream exploration.
2005 – The Endless Forest (PC) – multiplayer deer wandering.
2008 – Dear Esther (Source Mod) (PC) – the first “walking simulator” in a modern sense.
2008 – The Graveyard (PC, Mac) – meditative vignette.
2009 – The Path (PC, Mac) – dark fairy‑tale exploration.
2009 – Flower (PS3, later PS4/PC/iOS) – floating exploration, atmosphere‑first.
2009 – Fatale (PC) – theatrical tableau.
2011 – The Stanley Parable (Source Mod) - A half-Life 2 Mod.
An early recognisable walker games template is emerging from the indie scene. Those 'strange things' are now developing walkers feet (well mostly feet).


Breakthrough Age (2012–2016)
The genre crystallizes and gains mainstream recognition.
2012 – Dear Esther (Standalone) (PC, later consoles) – a popularized polished remake.
2012 – TRIP (PC) – psychedelic exploration.
2012 – Journey (PS3, later PS4/PC) – desert pilgrimage, multiplayer encounters.
2012 – Bientôt l’été (PC, Mac) – surreal seaside encounters.
2013 – The Stanley Parable (Stand-Alone Remake) - The full, stand-alone game remake.
2013 – Gone Home (PC) – narrative house exploration.
2013 – Proteus (PC, PS3/Vita) – ambient procedural island.
2013 – Kairo (PC) – abstract architectural wandering.
2013 – The Stanley Parable (PC) – meta‑narrative walking.
2014 – NaissanceE (PC) – brutalist surreal exploration.
2014 – The Old City: Leviathan - (PC) - described as a story focused exploration experiment.
2015 – Everybody’s Gone to the Rapture (PS4, PC) – abandoned village narrative.
2015 – Sunset (PC/Mac/Linux) – political housekeeping.
2015 – Deus Ex Machina 2 (Remake) (PC, Mac) – expanded art remake.
2015 – The Beginner’s Guide (PC) – meta‑narrative exploration.
2016 – ABZÛ (PC PS4) - under sea exploration, often described as a swimming simulator.
2016 – Awkward Dimensions Redux (PC) – surreal dream journal.
2016 – Islands: Non‑Places (PC, iOS) – conceptual dioramas.
2016 – Firewatch (PC, PS4, Xbox One, Switch) – Wyoming wilderness narrative.
The dawn of the early, but still modern in concept, walking simulator. At this point the insult hadn't quite solidified, so the emergent genius was still called many things.


Flourishing Age (2017–2020)
Walking sims diversify into narrative, surreal, and philosophical branches.
2017 – Tacoma (PC, macOS, Linux, Xbox One) - story driven Spaceship exploration.
2017 – Dear Esther: Landmark Edition (PC, PS4, Xbox One) – remaster with commentary.
2017 – What Remains of Edith Finch (PC, PS4, Xbox One, Switch) – family home vignettes.
2017 – Everything (PC, PS4, Switch) – philosophical exploration.
2018 – Shape of the World (PC, PS4, Xbox, Switch) – procedural colourful landscapes.
2020 – Walking Simulator (PC) – satirical, tong-in-cheek parody games existe too!
2020 – Mýrdalssandur, Iceland (PC, VR) – scenic recreation.
Now clearly viewable from the mainstream and branded with what was intended to be a slur. The 'Walking Simulator' had arrived fully formed, and they weren't going anywhere despite what the deriders said.


Contemporary Age (2021–2024)
The genre matures into meditative, narrative, and liminal explorations. Or just cash-grab versions of older games, you decide!
2021 – Sunlight (PC) – hand‑painted forest hike.
2021 – Before Your Eyes (PC) – blink‑driven narrative.
2021 – The Forgotten City (PC, PS4/5, Xbox, Switch) – time‑loop exploration.
2022 – The Stanley Parable: Ultra Deluxe (PC) - Expanded Re-imagining with new content.
2022 – Lake (PC, Xbox, PS) – mail delivery + small‑town life.
2023 – Season: A Letter to the Future (PC, PS4/5) – bike journey, memory recording.
2024 – Still Wakes the Deep (PC, PS5, Xbox Series X/S) – horror exploration.
2024 – Pools (PC) – liminal pool wandering.
And the new strange creatures developed and evolved into all forms most wonderful!


Seriously though, if people don't like the genre that's perfectly fine. But why the hate and vitriol from some corners of the gaming community? What is it about 'Walking Simulators' that makes people anoyed at even calling this type of program a 'game.' And why was a name that was origonaly intended as an insult by some taken to heart by so meny? And there is still a lot of debate about what is and isn't a 'Walking Simulator.'

Does it have to be completely narrative driven experience? And if not what level of 'gameplay' is acceptable. Does it have to be story driven, or just exploration for the sake of it? About the only thing practically everyone agrees on is 'No Shooting.'
If there are puzzles, how much, how complicated? If there is jumping, how difficult, how necessary?

Do you even have to 'walk?' To that last question I'd say no. The 'Walking Simulator' is about a certain style of game-play mechanic not the actual act of 'walking.' In that respect 'Flower' and 'Abzu' are very much 'Walking Simulators' in the accepted terms.
To my mind all these 'games' or 'entertainment programs' or 'art pieces' are 'walking simulators.

Except for the very early proto-games, or whatever you want to call them, everything else follows the basic pattern.
If anyone disagrees with this assesment that's perfectly fine! But if someone get's mad because they exist, that's just... strange!

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