FEET AND HANDS
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