The Process Genre in Videogames: Walden, a game pt 1

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Tomorrow marks the 163rd anniversary of the publication of Henry David Thoreau’s Walden; or, Life in the Woods. I have decided to celebrate the occasion by resurrecting my old “Process Genre in Videogames” blog post series, turning an eye toward the USC Game Innovation Lab’s recently-released Walden, a game. I ended up having too a bit too much to say about it to fit into a single blog post, so I’ve split up my thoughts across two days.

Just a quick refresher: in this series, I borrow the term process genre from Salomé Aguilera Skvirsky’s work in cinema studies. According to Skvirsky’s definition, “process genre” films are films about labor, films that focus on processes of doing and making, that are fascinated with seeing tasks through to their completion. They are deliberately paced, meditative, and often political. In this series of posts (you can see them all here), I examine games that strike some of the same chords. Today, that means turning to the life and work of everybody’s favorite environmentalist pseudo-hermit, Henry David Thoreau.

The itch.io page for Walden, a game claims that the game is the product of a “very small core team” at the USC Game Innovation Lab working on the project for “the past ten years.” I first became aware of it in November 2011, when Tracy Fullerton sat down and had a wonderful talk with students during a session of the University of Chicago’s New Media Workshop. Back then, Fullerton described the project as a difficult balancing act, balancing the quantitative and systems-heavy “gamey” aspects of games—which are actually right there in Thoreau’s text, making this entire project of adaptation especially tempting—with the need to present nature, and the labor one does when living in it, as a source of unpredictable inspiration, worthy of our respect and wonder.

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