Firewatch was meant to spark a subgenre but its influence didn’t spread. A decade on, we ask why Roblox and Minecraft are more



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I couldn’t finish it.
This is certainly on me, but I just couldn’t handle the story. Without too many spoilers, the game’s story includes a tragic death, and when I played the game I was actively dealing with a recent death in the family and when I got to that part of the story… I just couldn’t go any further.
And while this is a special case, it’s also typical for how I play games, I play to escape the emotional social dilemmas of my life. Give me a strategy game, a puzzle game, a factory game. Give me some abstract puzzle to solve, a system to optimize, an army to outmaneuver; the last thing I want is a deep story with complex characters. Emotions just add weight to the experience, and my whole objective is to try to shrug off some of that weight for a while.
I agree. I’d rather watch a show or a movie with my better half for the plot. I play games for the game part. I don’t need or even want my stories to be interactive.
But people are different