As much as Dallas is a walking sim advocate, he does prefer it when the genre offers some form of meaningful interactiv­ity. “For me as a player and designer there is some frustratio­n that so many games are just about walking,” he says. “That mechanical­ly they’re so thin.” The crucial thing, he believes, is creating dialogue with players rather than feeding them a monologue. However, he’s acutely aware that people want different things, not least because many have experience­d Edith Finch purely by watching streams and YouTube videos. “That’s not even a walking simulator,” he says, “It’s like a carrying simulator.” Still, he takes this as an interestin­g quirk of an ever expanding gaming space. “It’s nice that people can decide how much of a game they

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