Games Set in Nowhere
The Backrooms helped inspire this video game. Consider it and other games that take players into eerie landscapes, abandoned buildings, and foggy nowheres—such as Galactic Cafe’s The Stanley Parable (2013). What aspects of liminal spaces make them effective settings for these games?
Key concepts
- The Walking Simulator
- A game whose only verbs are walking and looking: no combat, no score, sometimes no way to lose. The genre's argument is that place and mood can carry an experience by themselves, the way a setting carries a novel.
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Every work — at a glance
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Pools — Tensori (video)
A first-person game with no interface, no dialogue, no music and no goal — you wade through over-lit, empty swimming pools and water corridors that should not connect and do. Strip out everything that normally tells a player what to want, and only the space is left to want anything from.
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What to know
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01
What aspects of liminal spaces make them good settings for these games? Three things a designer usually has to manufacture come free. The place already promises an elsewhere, so the player moves without being handed a quest; it was built for people and has none, so every room reads as a question; and with no task to perform, attention has nowhere to go except the architecture.
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Across subjects
Theme connection
"Are We There Yet?"
Practice — a sample
ARTA tipped chair and half-eaten meal with no dialogue is MOST like —
- A Beating a boss
- B Unlocking a weapon
- C Hearing a cutscene
- D Earning a score
- E Assembling events
Sign in to answer and see why each option is right or wrong.
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